Hi,
I’m also still no expert in ZBRush. But I thought about this:
a) EASY with a small object would be: use the DragRect and take a HighResolution Alpha.
b) IF it is a complicated shape, there is only a long way:
Then for sure you will have to create UV’S (with UVmaster).
After you have created UVmap (don’t forget to check the size, because results are dependend from resolution)
You have 3 different things to work with:
- Polypaint (which is not your texture, but you can generate texture from it (check before again your texture size and UVsize settings etc.)
- Texture (which can be generated from Projection (which is again sometimes dependend from Document width!)
or with Spotlight or very exact with Zapplink (photoshop) and assembling several texture pieces
- Masks (which are dependend from UV-resolution again).
Also the resolution of your mesh is important (SDivs) for catching detail.
If you have created good UV go to UVmap > MorphUV and you get a flat Mesh.
With Zplugin ProjectionMaster you can somehow get a Texture on it…
EDIT: I think it’s easier then to export the UVmap and position your texture in Photoshop. I didn’t find out how it works in ZBrush.
Last step: You create this way your Mask as a black & white Texture, which is wrapped as you want.
With Tools > Masking > Mask by Color > Mask by Intensity you could convert that Texture into an Alpha Mask.