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Photo Scan and Zbrush Texturing

How Can you get the textures Generated from Photscan into zbrush and turn them into to useable/editable Ones?

is there any good Forum posts and photoscan zbrush workflows?

Once ive got the scanned texture as a base i would like to be able to poly paint over this? is this possible?

Can you use the detail in the photoscan textures to create Displacement Detailed Maps?

Sorry for all the question in one post but im new to Photogrammetry.

Thanks in advance,

DM

i’ve never used photoscan, but once you have an obj, it’s the same work flow as any other obj.

give it UVs, polypaint and generate maps and textures from that paint.

I use a cheaper version of Photoscan. The workflow is pretty straight forward. Import your mesh + texture generated in photoscan . then crop what you need , subdivide couple times , bake texture into vertexes . do a clone . zremesh , uv , subdivide , project from original mesh .

Although to be honest photoscan alone takes me more time than doing an asset completely by myself in Zbrush with a same level of realism. You need an extra powerful enough pc for photoscan at least . Mesh generation takes hours and hours.

thanks zeddie.
im wondering if you can make a polypaint from an imported texture?

then use this as a base to work over and get back the details. scans although accurate in the main forms tend to be very blobby.
so you need to do a fair amount of post work to get back the details.
the texture maps from photoscan are all in bits and small pieces so cant be edited in a normal way.

what i hope to do is use the scanned textures and reproject them onto the cleaned mesh with usable uv’s

work into them and then generate new textures form this.

also once you remesh the scan you lose the uv data and the imported texture wont work

is anything like this possible?

if i understand correctly, you have a wanky mesh that has UVs and textures that apply to those UVs.
you need to fix the mesh, in order to do that you have to remesh, where you lose original UVs. so you then have to find a way to transfer those textures to the new UVs.

it’s a bit of a dicey situation and hopefully someone else can offer better advice. the only thing i can suggest, which has worked sometimes for me, though the results can be spotty, is to do the following.

import the wanky mesh and the textures.
apply the textures to the mesh.
subdivide the mesh until you have about the same amount of polys as the texture has pixels, so if your texture is 1024x1024, you need about a million polys.

from the polypaint palette, click “polypaint from texture”. that will convert the texture into paint.

make a duplicate of the mesh.

work and remesh the duplicate. when you are done, give it UVs.
then project the details from the original to the duplicate. the physical details of the orignal along with the polypaint will be projected.

go to the texture map palette and click new from polypaint to make a new texture. clone the texture.
then undo the projection to get back physical details of the duplicate.
apply the new texture to the duplicate to see the results.
sometimes it comes out pretty good, other times not.

you may have to touch up the texture by hand, using spotlight or something.

it’s not a perfect solution but it might help.