Hey guys,
Every few months I redo our human model at work (we do medical sims), and this time around we got a subscription to 3DSK for some high quality reference photos. They are fairly large, which did make a pretty nice difference when it came to using spotlight in ZBrush, but I noticed that the textures were still coming out a bit blurry upon export, so I took the last two days to painstakingly match up some of the reference photos onto my diffuse texture in Photoshop and mask in the high res reference right onto it. I could have used ZAppLink, but it seems that any time Zbrush is involved, especially if I export polypaint, reapply a texture as polypaint, and then export again, the image loses sharpness. I've been using 4096^2 TIFF's.
I basically looking for any suggestions or tips on how to bring more realism out of what I have. Go crazy.
![renderedk.png](http://img708.imageshack.us/img708/9309/renderedk.png)
![faceiz.png](http://img827.imageshack.us/img827/6117/faceiz.png)
![74199544.png](http://img11.imageshack.us/img11/7669/74199544.png)
Replies
[ame="
Yeah I get that polypaint is dependant on polygons. I tried dividing my body mesh up into subtools based on their UV's so I could divide more (past 1.8 Million for the head), but I had trouble combining them again after. Although, I recently watched those Dynamesh tutorials that were in my news feed, and one of them talked about appending meshes together. Would that be a good way to recombine all my subtools together again then? One of the issues with this though is that I don't think I can keep my division levels. I'm drawn to the subtool idea because then I could use spotlight again without that much quality loss (since I could divide more), but if I lose my levels or if it affects quality, I'd rather go the projection master/zapplink route you mentioned.
Normally zapplink+projection master will just convert the result back to polypaint. If the tool had a texture applied first however, projection master sends the result straight to it (so if you used it on a basic cube, you'd be able to paint as much information as the document and texture can handle even though you only have 8 verts).
Yeah, now that I recall, I had that converting back to poly paint problem before. I'll keep that in mind.