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Z-brush: UV maps and Texturing/Normals

Hideouscreation
polycounter lvl 5
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Hideouscreation polycounter lvl 5
Ok so I've found myself in a bit of a pickle. I've gone through the basic workflow of creating my character. I started off by creating my character in Zbrush and once I was done I retopo'd it. Now, I plan on UVing it in Max but I came across a small problem which I hope can get solved. now the way that I originally planned on was creating the high topo mesh, then a low retopod mesh and create a UV from the low topo. from there import the UVs into Zbrush and do some poly painting on each subtool/export the normal. But, it's to my understanding that you can't do that, or can you? Is there something i'm not grasping here?

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  • Chase
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    Chase polycounter lvl 9
    Youre spot on with the procedure. Youre jyst painting the high poly not the low poly. When you poly paint you need to have enough geometry cause youre painting on the verts. So whatd you do is load the unwrap in the texture mapmenu. I have a ttutorial link I can get you later that should explain things better
  • Hideouscreation
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    Hideouscreation polycounter lvl 5
    Chase wrote: »
    Youre spot on with the procedure. Youre jyst painting the high poly not the low poly. When you poly paint you need to have enough geometry cause youre painting on the verts. So whatd you do is load the unwrap in the texture mapmenu. I have a ttutorial link I can get you later that should explain things better

    yes that would be very helpful thank you.
  • Chase
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    Chase polycounter lvl 9
    1) First things first is to polypaint your model. There are some tutorials out there on that process, but the only thing you need to know for sure is that your model has to be subdivided relatively high. Try painting on a low poly of your model and you'll see what I mean.

    2) Then you need to import the unwrap of the low poly for the poly paint to transfer to. I'm sure you're familiar with the unwrapping process, but in case you're interested here's a few examples of how to do that in ZBrush as well as transferring an unwrap from Maya or Max to ZBrush. The easiest way would be to export your low poly to Maya or Max, unwrap, reimport that low poly into the subtool of the original project in ZBrush. Then under "Texture Map" in the Tools menu select New From UV Map. Your unwrap will then load to your whole model, high poly included.
    Video 1
    Video 2

    3) Then you need to transfer the poly paint information by saving out the Diffuse, Normal, AO, Cavitiy, Spec.
    Video 1
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