ZBrushCentral

keeping poly paint after z remesher

I did my texture,displacement and normal maps. I duplicated my 1st sub tool and reduce it to the lowest sub-d. After that i take adapt off and z remesher. I also delete the uv map. After the z remesher my object or 1st sub tool turn whatever material by default or white. Is there way to keep the polypaint on after z remesher. I don’t know what Im doing wrong? :confused:

Thanks,

Cherubingsoul

I think when you do ZRemesher, you are creating a whole new object. Your previous work (uv, scultp, paint) is all gone.

You take the new ZRemeshed object, have the old one below it, and then do a ‘project’ on it. Then subdivide new object, do ‘project’ - keep doing this until all the sculpting and paint info has been transferred. Then go back to lowest subdivision and create new UV (if you want to) and create your displacement and/or normal maps etc.

I think…

it’s a good idea to start projecting with you new mesh at the lowest subdivision level too. I find I have less problems higher up the levels if I do this.
also project two or three times at each level, that helps sometimes too

Yeh, I had suggested projecting at every level as you go.

Haven’t had the need to project several times at a level, but iwll look into that.

Thanks Rob, I’ll try it.

ah, sorry Gordon - I kinda missed that you’d said that… I was a bit excited that I actually had some info to add for once! instead of being the one asking all the questions :S

Maybe the extra reprojections per level aren’t necessary, but I find that the mesh pulls just a little tighter each time, more so at the lower levels. Perhaps it’s more effective if you’ve retop’d in an external program and the new mesh doesn’t match the original quite so well.

It’s worth a try anyway! :slight_smile: