Originally posted by Hookflash
Whatever 3d painting solution Hash came up with would pale in comparison to subdividing and sculpting in ZBrush. Bear in mind that ZBrush produces a displacement map by comparing the modified high-res model with the original low-res model that you imported. This map is used with the low-res model (ouch… I sound like a pretentious, patronizing prick, don’t I?;)). Because of this, it should work very well if Hash gives us a way to get UVs back into A:M from an unmodified exported low-res poly model. ZBrush is quite affordable to boot!
Well, let’s see… wasn’t there an OBJ exporter for Hash made recently, that works with decals and UVs?
What you could do is create the patch model, then cover it completely with a series of decals that all share the same texture in different UV space.
(Note: In A:M, if several decals are using the same texture, and you edit a particular decal, you get to see all the parts of the mesh that are using the decal’s texture. Handy for real-time work that just uses, say, a 512x512 square for all the model’s texturing.)
Anyway, once you have the model textured with this ‘primer’, you export it as an OBJ using that new plug-in, import it into ZBrush, and start doing the displacement painting. Any texture you get from ZBrush you should be able to insert right into the A:M model…
…I think, anyway…
-Sean Givan