Hi there and a happy new year to all!
My problem is regarding creating a texture in Zbrush using Polypaint.
I followed the tutorial-
http://eat3d.com/free_zbrush_xnormal_pipe
Which basically shows you how to create a polypaint texture into a diff use texture using Xnormal for use in Photoshop.
By following the tutorial i managed to get a diffuse texture ready to add extras in photoshop.That all worked fine.
I then used this texture in photoshop adding layers to carry on with painting the Diffuse texture.
I collapsed all the layers but now i would like to take this texture back to zbrush and use it so i can paint on it directly on the hi poly model to get shadows under chin and add extra detail etc.Once i have done that i would like to then follow the same steps as before.
Not sure if this can be done and would appreciate any input.
Thanks
Replies
I tried that.It does not apply the texture to the head,all it seems to do is when i paint,draw lots of the texture rather than the whole texture applied to the head.
If i can go into a little more detail-
The head is not UV mapped.
All i am doing is using Spotlight to grab ceratin texturss to make uo one texture which is a GUV.I then click "new from polypaint" and export the GUv tiled texture out from Zbrush into Xnormal where i baked out using the earlier posted tutorial "base texture to bake" option which gives me a nice diff texture.
The lo poly head in Xnormal is unwrapped but imported directly from Max as it has been optimised and would not go back into the sub div tree in Zbrush.
Always difficutl to explain a problem i appreciate that.
Basically i want to use the diff texture on the high poly model in zbrush to carry on adding detail to the diff then export out again as GUV following the same steps that i took originally.
Thanks
You painted the high-poly in polypaint, which means it's not unwrapped. Then you baked that polypaint onto an unwrapped low-poly using xNormal. There's no way to get that texture to apply to the highpoly, as that was never unwrapped. And there's no way that I know of to bake from one model's texture map into another model's Polypaint.
So I can't think of any way of doing that.
The only thing you can, and really should, do is use some sort of 3d-painting program to work on your texture on your lowpoly. Something like 3dcoat, Bodypaint, or 3dsmax's Viewport Canvas.
I did manage to find the unoptimised unwrapped lo poly head that i slotted back into zb sub divs.
Cyrid i would really like to know how i could "reverse" the baking option you mentioned in an earlier post using Xnormal.
Would appreciate a little breakdown on that as i am relatively new to Xnormal,could prove verry handy in the future.
Many thanks
you mean take a texture painted in photoshop and apply it on to your sculpt in zbrush then use it as a polypaint base? that's easily done, unless you mean something else