Quick Tip: Converting Polypaint Data From Zbrush Using xNormal

Quick Tip: Converting Polypaint Data From Zbrush Using xNormal

Tutorial Details

Final Product What You'll Be Creating

In today’s quick tip tutorial, Shaun Keenan will show you an very effective technique for correctly converting Zbrush polypaint data into useable textures with the help of xNormal, the awesome free map baking program. This extremely useful technique has countless applications and works with any 3D software, so try it out for yourself after the jump!


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Note: click the ‘Monitor’ icon to view tutorial in full-screen HD.


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Shaun Keenan is Fusedgore on 3docean
  • Cgart33

    Great tip thanks.

    More on ZB HP->LP workflow to xnormal tutorial would be good :)

  • http://tetsuoo.free.fr/3D Tetsuoo

    hmm i don’t get it. What’s the use of this, can i see the final result into Maya, at least ?
    I mean ok that’s a nice texture but the sphere’s UVs will not go with it, so…?? And what happens if it’s not a sphere but let’s say a human character, the technique becomes useless ?

  • fusobotic

    Can’t you just export the object with the vertex colors (the polypaint), and then uncheck “ignore vertex colors” under the high res in xNormal to achieve the same result?