Hi guys,
I want to polypaint my lowpoly character while maintaining hires details of my texture I'm projecting to it. The problem is - I have to subdivide it crazy amount of times resulting in about 21 millions of active points which later creates a problem for me when I try to export this supersubdivided hires model for baking in Xnormal - zbrush just won't export that a model of that density! Is there a way to paint on lowpoly geometry while maintaining hi resolution of the texture in the spotlight? Or another question how to export that kind of super dense models out of zbrush?
P.S. I'm exporting lowpoly and highpoly versions of the mesh for the xnormal - to bake polypaint texture from smoothed (subdivided) highpoly version back onto a lowpoly one.
Please help!
Replies
this might be what you're looking for. It lets you reduce the polycount without losing the hires detail.
Otherwise, polypainting needs polys, that's just how vertex colors work. The only alternative in zbrush is to unwrap the model and use Zapplink/Projection Master in order to project the results onto a texture.