Baking PolyPainting into a Texture Map
From ZBrush Info
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Overview
To bake polypainting into a texture map:
- Create a texture at the size you want for your final map. For 2048 by 2048, follow the steps below:
- Set Texture: Width to 2048
- Set Texture: Height to 2048
- Press Texture: New Texture
- At this point, the texture map will cover your polypainting. Don't worry; it's still there. :)
- Do you have UVs? If yes, skip this step. If not, you have two options:
- Create UVs outside of ZBrush:
- Set Tool: Geometry: SDiv to 1
- Export mesh by pressing Tool: Export
- Layout UVs in your other application.
- Back in ZBrush, store a Morph Target by pressing Tool: Morph Target: Store MT.
- Set your model's SDiv level to 1.
- Import your model by pressing Tool: Import
- If you have done some sculpting since laying out UVs, your mesh, at SDiv level 1, will be different. You will only want to import your UVs and not your mesh. To do this, simply restore the Morph Target, Tool: Morph Target: Switch.
- Create UVs inside of ZBrush:
- Set Tool: Geometry: SDiv to 1
- Press Tool: Texture: GUV or Tool: Texture: AUV
- Create UVs outside of ZBrush:
- Set Tool: Geometry: SDiv to the highest level
- Press Tool: Texture: Col>Txr
Done!
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Extra Info
The Col>Txr feature also looks at the Draw>Rgb Intensity setting to determine how the polypaint will be combined with the currently selected texture. At a value of 100, the polypaint will overwrite the texture completely. At lower values, the polypaint will be combined with the existing texture. Lower Rgb Intensity values result in a fainter transfer.
To Learn About PolyPainting Click Here.
