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Cannot Capture Polypaint from Surface Noise into a Layer - Thank you so much for help

Kind Readers. Could You help me with some problems?

  1. Layer and Surface Noise with Color Tinting Issue

I created a model with Subdivisions and now I try to apply Surface Noise to a layer.
If I Apply Noise without a recoding Layer both the displacement and color tinting are captured on the mesh. But if I create a new layer (having it in Recording Mode) and Apply Noise I get only the Displacement from the Surface noise but no color information.
I watched already some videos about it and it is really straight forward but doesn’t work.

Another problem

  1. I do some tweaking on the Textures of a uved Mesh:
    I capture 4k Map > Clone > Export > Tweak in Photoshop > Load again in ZB and Assign > Turn on Layer Recording Mode > Polypaint from Texture … But the Layer will not take my color information

  2. Is there a possibility to paint selectively from a created Texture Map?
    > At the moment my only possibility is duplicate subtool > Texture to Polypaint and transfer the color information with ZProject in Transparent Mode and using low RGB Intensity and utilize alphas.
    I dream of Putting the Color Information of the Texture Map into a Layer and Remove Color with Alt-Key-Painting

  3. For Game Development should I SUV on Subdividing or ReUV on Subdivision-Detailing before exporting my maps?
    My workflow is >

  • for skinned meshes with evenly spaced RenderMesh-Quads: Modeling with all tools in ZB > Topogun-Retopo to get my RenderMesh > UV-Layout in Maya > Subdivision-Reprojecting > Exporting Maps with MME > Substance Painter for Roughness/Metallic
    … Should I store a Morph Target on the retopoed RenderMesh before Subdivision-Reprojecting? Or should I recalculate the UVs?

  • for decimated meshes: Modeling with Subdivisions (quads) and a rational SDiv1-Count (but much higher than ingame mesh) > UV-Layout using GoZ to Maya -> then duplicate the SDiv1 and decimate as I need -> Transfer UVs from the Quad Mesh to the decimated mesh in Maya using Transfer Maps -> and export the Maps from the Quad Mesh

Thank YOU SOOOO MUCH AND GOD BLESS YOU!!

  1. If your model has no polypaint at all then you must first turn off layer recording and fill with a color (Color>Fill Object). You then need to paint color all over the mesh Layer in record mode in order for the Noise color to be recorded:

a. Turn off Noise
b. With Layer Record mode on, and the Standard brush selected, turn off ZAdd, turn on Rgb and set RGBIntensity to 100.
c. Set the Draw Size to a large value and select a white color.
d. Paint all over the model.

Now you can turn Noise back on and click “Apply to Mesh”

  1. Same as (1) your layer must have polypaint applied by hand to the Layer first.

  2. If you have converted a texture map to polypaint on a Layer trhen you can erase using Alt+drag, adjusting RGB Intensity if you wissh. Also, provided you follow the above procedure, you could use Spotlight to polypaint on a Layer using a texture.

Someone who has knowledge of game character creation will need to answer 4.

Dear marcus_civis.
Thank You VERY much for your answer. I tried your advice and it worked.

You helped me so much. Thank you!!! One last question, only if you have time and willing :slight_smile:
… is there another way to transfer polypaint data within a SubTool painted without layers into a layer other than > Create UVs > Create Texture from Polypaint > Paint manually color into a layer and then > Polypaint from Texture?

I do not technically understand, the reason why fill object doesn’t allow one to fill color into a layer that hasn’t polypaint data yet.

Kind regards.

Unfortunately there’s no alternative. The Fill Object doesn’t work on a Layer in record mode. I don’t know why - there is presumably some technical restriction. But if you set the Draw Size as large as possible it shouldn’t take long to paint over the model.

Thank You very much. And best wishes.

You’re welcome!

All the best,