I don't know if this is possible or not, but I'm looking for a way to transfer a texture from one set of UVs to a different set of UVs across different topologies.
I painted the texture on the high poly model in Zbrush, and I'm trying to bake it down onto the low poly. The problem is that the high poly model, at its lowest subdivision level, doesn't have the same structure as the low poly model that's getting the final UVs (my base mesh was all quads, my final mesh has triangles, and a different polycount). So I can't use morph targets and re-importing/exporting to get the texture transferred that way within ZB.
Is there any other way to do this? Like with "render to texture" in Max or something somehow? It seemed like one of those things that there would probably be a way to do, but I looked around and haven't come across anything yet. I figured if anyone would know, this would be the place to ask.
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From the bullet points on 3.1 that is possible, but I haven't run into a tutorial on that yet. Would that be Zmapper as well or tied into the normal ZB retopo tools?
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Found this after I asked, and this is more what I was initially thinking:
1. Have a Hi Res mesh.
2. Import your resurfaced mesh.
3. Append your resurfaced mesh to your Hi Res mesh as a sub tool.
4. Take your resurfaced mesh and subdivide it to your desired subdivision level.
5. Store a morph target for the highest sub division level of your resurface mesh.
6. Make sure you have your resurfaced mesh selected in the SubTool palette.
7. Use the "ProjectAll" button in the SubTool section in the Tool palette. (This will do the same thing as the project option in the rigging section, but with different option for the project.)
(taken from: http://www.pixolator.com/zbc/printthread.php?t=48689&page=4&pp=15)
Video of a similar (slightly more complicated) process here:
http://www.veoh.com/videos/v1107274r38q3GFB?c=nickzArtTraining
I guess that method wouldn't be the most logical for game assets (probably wouldn't subdivide well), but worth knowing.
And I also just found out xNormal does this too. I hadn't realized that. Edit: Oh, wait, no. Nevermind. Still though...
So, cool beans! My workflow just got a whole lot simpler.