It just requires a highpoly OBJ with the polypaint data, no UV's or textures needed. It will also only transfer the RGB polypaint values, not any materials in zbrush.
Demohead (912k verts) and UVS (UV Master default) = 97.1MB Demohead (912k verts) and GUV = 97.4MB Demohead (912k verts) and polypaint (no UVs) = 63.9MB You can also have Decimation Master preserve polypaint.
Hello , so far for texturing I used the baked maps like occlusion , cavity etc and photoshop work with minor seam fixing in mudbox ... but I woudl like to improve that workflow and start using the polypainting in zbrush to paint directly textures there and then export those textures to a material or something that I can…
I always do exactly as @WarrenMarshall told I think the "polypaint to texture" with xnormal have more quality than the zbrush bake, seems more accurately. I could be wrong... (if anyone knows if xnormal quality (polypaint to tex) is superior or not, please say something.). but after all this is a faster process because we…
Hi thanks a lot so the uv , polypaint have nonsignificant increase on the model export.... Btw dunno if I may ask but could you give a look to the thread I have linked ? Reports a problem with xnormal - 3dsmax- zbrush workflow with also the model samples .... As wevstill were not able to figure out how to fix it...
oh cool guys so , basically I can have a freehand paintover my mesh and then export what a material? or a map ? because I am not sure yet actually just looking into polypainting now ... :) but glat to know it seems easier than I tought ... I wish still it could be solved that Issue here I am having with xnormal , perhaps…