Does anyone know if I can, on the same object split into polygroups, polypaint high res texture details on one polygroup and use a low res tilable texture on another polygroup. I don't want to split the mesh but the texture that appears on the top of the model needs to be simple and is less important that the polygroup at eye level. I was hoping to save space by applying a UV texture just to a polygroup and tile repeatedly while preserving the high detail polypaint on the other.
Is this possible and any ideas how I can pull this off? Also how woud this affect exporting to Max/UDK?
This is more of a fact finding mission, just learning the limits.
Cheers
Replies
If I do it the way you have suggested and then export the maps to max, will it retain the tiled information or will it consider the whole polygroup as polypaint when the uv layout is complete?
Zbrush has a very basic OBJ exporter, so it's not going to be able to do anything too fancy on a single mesh (no multiple UV sets, no vertex normals, etc). I'd recommend having some other program act as a bridge between zbrush and whatever game engine you're using.