Hey polycount! Love this forum and how the users are very nice and helpful in the other threads! I've tried searching this problem but could not find a solution.. so here it is..
Question:
I have a highpoly mesh (Created in zbrush) and I want to transfer its diffuse from TWO high poly (not UV'd) meshes to ONE low poly (UV'd) mesh. (I'm using XNormal and ZB).
What i've tried:
I've tried making temporary GUVTiles in Zbrush, getting the texutre greated onto those temporary tiles, and added them into XNormal and tried to bake it, but no dice. (Handstraps came out red, but the skin of the hands worked fine).
A tedious way that I could resort to:
Using my normal map bake + AO bake I can remake a new handstrap texture, but I'm sure there is a way to get my zbrush polypainted texture from ZB onto a texture, right?
A more general question:
How can one bake diffuse details from multiple un-UV'd meshes onto a single low poly UV'd mesh? (Using Zbrush and XNormal) (I have tried to follow this lovely and for the most part very HELPFUL tutorial
http://eat3d.com/free_zbrush_xnormal_pipe but it doesn't help me in my current situation!)
Replies
1. With polypaint turned on, export your two highpoly meshes as OBJs. Zbrush will save the polypaint data into the OBJ.
2. Load them both up in xnormal in the highpoly slots. Be sure to uncheck "Ignore-per-vertex-color"
3. Load your lowpoly mesh in a lowpoly slot.
4. In the baking options, chose the "Bake Highpoly's Vertex Colors" map type.
Bake. Voila.
But.. what if I can't export my object because I run out of RAM? Will a decimated version suffice?
ALSO:
Do UV's matter on our highpoly meshes?? (When adding them in XNormal)
EDIT:
I guess we can do this method 1 tool at a time? and I don't necessarily have to do both high poly meshes at once??
The highpoly wont need UVs when using this method.