Hello,
So I've been getting great results from Photoscan and exporting an OBJ for Zbrush. I'm trying to take the mesh, create UVs in UV Master, send the UV mapped OBJ, get Photoscan to kick out a nice texture, then kick it all back to Zbrush for additional painting and model tweaks. Everything works well, but I've hit a hitch I'm hoping I can work out that is resulting in lower poly models.
Photoscan kicka out a really high quality and polygon count mesh. I take that into Zbrush and if I try to use UV Master the system dies when I hit Unwrap because I've got an insane number of polygons. I tried reconstruct subdiv to get a nice lower level, but the system doesn't create a lower level. I've gone into the geometry palette and made sure to hit merge triangles to quads, close holes, and finally fix mesh and check mesh and it still won't create subdivision levels. I have to use Decimnation master, remesher, or another polygon limiting tool I can't rememeber the name of now to get the poly count down. The low poly mesh now works in UV Master and it's happy to go back to Photoscan for texturing. My issue is that the lower poly mesh has lost a lot of detail.
So, is there a way to make subdivisions from a high polygon mode to alllow for the displacement workflow? If not, is there an alternate means to capture the high res models displacement map and apply it to a lower res model?
Thanks,
Kris
Replies
In zbrush, duplicate the mesh, zRemesh it to a some what low count. Uv master, subdivide, project details from the original mesh and export. Now you have a high mesh with the details, subdivision levels and uv's
hope it helps.
Thanks, Gnoop. I tried that but it caused some issues with texture blurring in the later steps.
Photoscan to ZBrush Workflow
1. Export model to .obj
2. Duplicate Mesh
5. Duplicate Mesh
Straight texture import:
FBX imported texture:
18. Paint the Texture, clone over any gaps or alignment issues, add any surface sculpting that is missing, smooth any errant polys, sculpt displacement textures