dear users of the z-brushforum,
i have an question and asking for help.
is there a way in z-brush to transfer a texture from one uv, to a other uv?
great thanks ahead.
regards
sebastian
Yes. A brief workflow would be:
- Subdivide the mesh so that it has enough resolution to hold the texture detail as polypaint. For example, for a 2K map, 4 million points will be more than sufficient.
- Press Tool>Polypaint>Polypaint from Texture.
- Go to the lowest subdivision level and create or import the new UVs.
- Go to the top subdivision level and press Tool>Texture Map>New From Polypaint.
thank you marcus for your nice answer.
my problem is that i have an bad mesh “A” (with tris, unable to get painted) with a uv (out of an different programm than z-brush) and an fitting texture .also i have an good mesh “B”(nice dynameshed) with an uv made in z-brush. Now i am searching for an method that the texture which is fitting to the uv`s of mesh “A” is fitting to the uv´s of mesh “B”.
Hi,
I would propose to use the free XNormal (Windows only) program to bake the texture of the original object to the retopo object.
BTW: XNormal can also handle the vertex colour from Polypaint.
CU
Generally when you want to transfer color or sculpting information between two meshes with differing topologies, you would project the detailfrom one to the other at high res with MRGB enabled. Likewise, you can use the Zproject brush with MRGB enabled and ZAdd disabled, if you dont wont to bother with the projection process and just want to paint the color from one mesh to the other. So it would be as Marcus said, converting the texture to polypaint on the source mesh, project to high res target mesh, convert polypaint to texture.
As far as the target mesh with tris.You might be surprised the quality of paint you can get on a mesh with tris if you throw enough polygons at it. Tris don’t sculpt well under any circumstances, but you can often subdivide them enough to get a good color transfer. I do this with decimated meshes a lot. If the tris are wildly stretched and distorted, you may not be able to do much with it, but that would be true of quads as well. If the tris are reasonably well distributed, you can work with it. It would require high levels of subdivision, but you only need those to catch the color and then generate a texture for the low poly mesh.
You can see me going from quads to tris below, with no noticeable lose of detail or crispness:
Spyndel wrote:
As far as the target mesh with tries.
Actually, the original poster was talking about the SOURCE mesh having the tris, and the target being a good zbrush subtool.
Regardless, projecting textures should work (Marcus and Spyndel both covered this perfectly).
Load “bad mesh A” subtool with good texture.
Increase subdiv as much as you need.
Choose “Tool > Polypaint > polypaint from texture”
Append “good mesh” subtool with UVs.
Increase subdiv as much as you need.
With good mesh selected, and “bad mesh” visible, choose “Project All”
This will project the texture (as polypaint) from the tri mesh to the “good mesh”
Now choose “Tool > Texture Map > Texture from polypaint”
This will map the texture to your good UV layout.
thank you all for your great help, especially thor. your threat brought me the final solution.
greatings
sebastian