Decimation Master is definitely the way to go, just be aware that you may need to go into its preferences and turn on its ability to preserve polypaint. 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…
It really depends if youre gona rig it or not. I would export a mid res to any program that you can retop in. ie Topogun, 3dmax... read this post on transfering polypaint to lowpoly. http://www.polycount.com/forum/showpost.php?p=1222762&postcount=3 this vid shows how to transfer polypaint in topogun.…
Amazing work Crazyeyes! its nice to see the wireframes too. I remember seeing that you guys were using mari for texture work, was that just on certain assets like props and characters? its cool to hear you used polypaint for this stuff, it'd be great to see a polypaint tutorial from you.
Exactly..but I have seen several very beautifully textured works where Zbrush users use polypainting and then a low poly was made with the textures.Like this:http://www.polycount.com/forum/showthread.php?t=77580 Did he paint the textures in Photoshop or polypaint in ZBrush? Why can't softwares be awesome and wholesome at…
That's awesome. Very good high poly approach. I do something similar but in 2.5d. Also, regarding your stretching issues early on in the sculpt, try using zbrushes "dynamesh". It will fix those issues. Have you considered using polypaint instead of mudbox? Polypaint would give you more realistic results.
Hi Folks I created a med poly sculpt in zbrush that I polypainted and GUV uv mapped in zbrush. All I want to do is render the sculpt in Softimage. However when I import the obj the polypaint is on the model but it is not aligned properly. Something got flipped. Does anyone know if i need to flip uv's in zbrush vertically…
Poly Paint Map+ - * One click polypaint to texture map in photoshop * One click photoshop import of polypaint map * Multiple resolution presets * custom resolution preset * Automatically deletes texture from zbrush so you don't end up with a lot of textures in zbrush…
So I'm at work thinking about this next part. I Hadnt put any tought towards how i'll approach doing the material ID's for when I put this model into quixel. My original thought was >Polypaint HP mesh >project polypaint onto LP Mesh -DO the bakes. >bring it into Quixel Does that seem reasonable to y'all?
Ok, looks like I have xnormal working. On my latest char "project all" hasn't been as successful and is omitting very important details. So I'm going to try to do things in xNormal. How do I export a mesh w/ polypaint data? When I use decimation master it destroys the polypaint data it seems.
Although there are a few new features which I really like (the new backtrack -path lazy mouse feature is really handy) it still feels like a bit trade off, really missing subtool,decimation,zapp and transpose master. Also I'm finding I cannot polypaint over texture having to polypaint convert to texture export to ps.