Hello all, I am trying to apply this skin via lightbox, but the projection is quite low res and nothing like the picture, why is it that ?
For starters, do you have ZB4 R6 P2?
What size is the texture?
yes it says zbrush r6 p2, texture is 1600x1600
Still not too much to go on. You didn’t say if it’s dynamesh or supply a view of the wireframe. Maybe the scale is off(you could try Unify in the Deformation pallette).
Although your mesh is 12 million points there may not be enough points in the area you are painting. For example, you might have many more points in the face area of the character than in the chest area. Lack of point resolution is the most like cause of what you’re seeing.
I think you might be right of the lack of resolution on that part of my model, how do I remedy this ? I would like to extract my polypaint as UVs in the future using the this base mesh I currently have.
First off, a minor point–Lightbox is the extended content file system. You probably mean Spotlight.
The simple answer is you you need to increase your polygon resolution for your polypaint object in order to hold the detail. So simply subdivide further.
The more complicated answer is that you might be near the practical polygon limits of what your system can comfortably handle for a single subtool for a texture so finely detailed. If you can’t simply subdivide further, you’ll have to look at ways to increase the resolution in the area you’re targeting. This may involve splitting parts of the mesh that are naturally separate objects (like a backpack on a figure) off into their own subtool. This will increase the number of polygons available to the target subtool. If your polygons are not well distributed, you could remesh the object with Zremehser or dynamesh for better distribution. You could also alter the base geometry and add more polygons at the lowest subd level to the area you’re targeting with that texture, so when it is subdivided that area will be able to hold more detail. If you do this, you’ll probably need to make use of projection to transfer any high res detail to the remeshed object. And finally, you could make use of HD Geometry to virtually subdivde past the practical per tool limit on your system. However, I recommend doing this as a last resort, because it complicates things.
You’ll probably want to review the following documents:
http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/transferring-detail/
http://docs.pixologic.com/reference-guide/tool/polymesh/polypaint/
http://docs.pixologic.com/reference-guide/tool/polymesh/geometry-hd/
I am surprised that 12millions poly are not enough for spotligh !
I understand that the area is not composed of 12millions poly, but maybe few of them (1,2?)
Anyway,
I am living the same ‘issue’ with spotlight. I have texture map 2048x2048 (of weapon model), photo reference in spotligh is 4900x4300,
I have 1million an more polycount (subtools: subdivided meshes with uvs) but when I paint, it is with pixelisation issue, or ‘low poly’ issue (like stairs effect)
I was thinking to an alternative, maybe with Projection Master, but PM has its own restrictions about painting to avoid blur effect. Maybe it is the same principe with Spotlight ?
Here is what I have read about PM and how to paint with it for precise painting:
http://www.zbrushcentral.com/showthread.php?27680-Precision-Texturing-Part-2&highlight=pixol%20pixel%20ratio
doc:
http://docs.pixologic.com/user-guide/3d-modeling/sculpting/projection-master/
Yes, not lightbox, but spotlight.
Anyway, I got this issue solved now, it works pretty good with 3 mil polys and very good with 12 million.
The problem had something to do with the material, dunno what, but after filling the same material to object or a different one solved the low resolution issue.
Based on the results of the projection and the slight gradation on the bottom of the tool I would say it’s probably far less than 1 million verts in that particular area. 12 million isn’t a lot of vertices if they’re spread across an entire human body. And it’s nowhere near enough if you’re hoping to project a full 4k texture’s worth of pixel information onto such a tiny area on that mesh. You’re not even going to get that detail back with projection master unless the target texture resolution is significantly larger than the projected image.
For reference, 1 million vertices is almost able to contain the information found in a 1024x1024 map (assuming you could unwrap it with 100% efficiency, which only happens on planar models).