Texture scan re-baking in Zbrush?


#1

Hello, i have a 3D triangular scan hi poly from photoscan with photoscans default color/diffuse texture and its uvws. I bring the hi poly mesh into zbrush for mesh retopology, i create the lowpoly version of the mesh, crate new uvws in zbrush (uvw master), and then make normal and displacement maps.

The part where i do struggle is how to “re-bake” the original texture from the original uvw space default from photoscan to my newly created uvws in zbrush…

So far i came across only one solution, and that is to convert the original texture (tiff) into polypaint on the hipoly mesh, project all to new repotologized mesh (to its highly subdivided version) and then create the new tiff texture in the new uwv map layout.

Is this the only way to go? Im worried i will lose details and overall destroy the color/diffuse texture, if i convert it from tiff to polypaint and then back from polypaint to tiff (using the new uvw).

Hot to deal with this please the correct way?


#2

Have you tried it already? If so, does the resulting texture look any the worse or better?