Hello , so far for texturing I used the baked maps like occlusion , cavity etc and photoshop work with minor seam fixing in mudbox ... but I woudl like to improve that workflow and start using the polypainting in zbrush to paint directly textures there and then export those textures to a material or something that I can later load in xnormal on the highpoly and bake on the low poly maps ...
is that possible ?
how do I do to polypaint and export a map without having to make any uvmapping on the high poly model? Is there any tutorial about that ?
thanks a lot for any answer...
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Replies
Basically, just poly paint as you want to in ZBrush. No need for UV mapping on the high poly model, you're fine.
Make your low poly mesh and add UVs.
Use xNormal and UNcheck "Ignore per-vertex-color" on the high poly model. Then you can turn on "Bake highpoly's vertex colors" on the baking tab and it will translate the vertex colors you painted in ZBrush into a texture map that matches your low poly UVs.
I think the "polypaint to texture" with xnormal have more quality than the zbrush bake, seems more accurately. I could be wrong... (if anyone knows if xnormal quality (polypaint to tex) is superior or not, please say something.).
but after all this is a faster process because we don't need to worry about high poly uv and topology, just retopo using the HP model as a guide.
Pretty much exactly what you're looking for I think.
Unless there's some advantage to doing it that way? Just looks like extra work to me...
I wish still it could be solved that Issue here I am having with xnormal , perhaps you can take a look at it ?
http://www.polycount.com/forum/showthread.php?t=103173
It just requires a highpoly OBJ with the polypaint data, no UV's or textures needed. It will also only transfer the RGB polypaint values, not any materials in zbrush.
Demohead (912k verts) and GUV = 97.4MB
Demohead (912k verts) and polypaint (no UVs) = 63.9MB
You can also have Decimation Master preserve polypaint.
Btw dunno if I may ask but could you give a look to the thread I have linked ? Reports a problem with xnormal - 3dsmax- zbrush workflow with also the model samples .... As wevstill were not able to figure out how to fix it...