I'm just throwing that out there, I've been looking for something like this as well, will need to try it. I don't know if it's even possible, here's a guess: -Unwrap your ZBrush mesh, the one you sculpted on -Generate the texture map in ZBrush -Export your ZBrush model -Import it in 3ds max and apply the texture -Then use…
There is a script to actually import the ZBrush Sculpt with Polypaint into 3DSMax (ZBRush made its own modifs to the .obj format and saves the vertex color info in it). Use this script (I just tried, it works fine with Max2017) : http://www.scriptspot.com/3ds-max/scripts/polypaint Just for info, using 3DCoat you can import…
So .OBJ is actually quite a dated format now, and alot of programs want to store information in it that it just wasn't designed for. Vertex colour is the best example of this. By default, .OBJ's do not store vertex colour. Zbrush actually has a hacky way to stick the colour information in the file, and then it knows how to…
Yep, Just look up render to texture (3dsmax) and you can bake one or multiple types of textures. and decimation master (zbrush) to lower the poly count down so you can import into max
Yep, exactly. Max should be able to read OBJ files containing Polypaint info - NO TEXTURE! - and bake the vertex color onto a low poly textured object. But you can do it in Zbrush by: 1. polypainting a hipoly and make a retopo from it 2. import retopo into Max, fine-tune the Unwrap as you want 3. import back the UV-d…
Hey! Thanks for so many replies! I thought I pointed the problem pretty clear though nyx702 was the first to understand it right. I am talking about an option in xNormals "bake highpoly's vertex color". I thought there would be some script or plugin or smth to make this possible. Using xnoramls is ok yet I hate its cage…