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ZBrush workflow questions.

Simtone
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Simtone vertex
Hey guys! My first thread here, desperate for some help regarding workflow.

I've been sculpting and poly painting a character in ZBrush for a few hours now so its well over a few million polygons at this point!
I wanted to take my sculpt and unwrap it in "Headus UV Layout" rather than using UV Master. Eventually creating AO Maps and such in XNormals and nDO etc.

So I THINK the right thing to do is to decimate my hi-poly sculpt at this point to take it into Headus for unwrapping?
That's what I thought I might have to do anyway, but when I decimate, it deleted my poly paint information.

How do I go about this?
I'm very new to ZBrush still so its quite confusing for me on how to incorporate it into a workflow.

I'll roughly describe what I want to do if it helps get my point across.
I want to take my hi-poly sculpt, unwrap it in Headus and then be able to bake the detail into a low poly version whilst retaining the poly paint as I'm very happy with how the poly painting has turned out.

Any help would be greatly appreciated!
Thanks!

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