Generate Texture while KEEPING UV's from Retopologized Mesh?

Hey guys, 

Good to see this thread has some interest :slight_smile: Gotz: I mainly retopologize to generate multiple LOD’s that can be interactively interchanged whit each other as you get closer to the object for use in video games and other 3D software. It is also essential for me to be able to edit/paint the unwrapped textures easily. Also I just like having clean mesh so I don’t mind the retopology process :slight_smile: With the original model straight out of RC, it tends to have many small artifacts like overlapping faces. The retopology process eliminates those. Additionally, with the texture that comes out of RC, it would be nearly impossible to paint in 2D, although you could paint in 3D in something like Z-Brush but that wasn’t what I was looking for. 

So bottom line: This is something I have to do for my particular workflow. Again, this doesn’t mean that RC is doing any sort of bad job or anything, in fact, it does a fantastic job and it does it quickly! It’s just that again, for my workflow, I need to do a little bit of post work. 

Another thing is that I can actually generate a retopologized mesh that is just as dense as the original scan or even twice as dense or more as the original so I would still get all of those little details in the actual model.

HOWEVER: Because my Z-Brush plugin also generates a highly detailed (from a very dense mesh), UV-Unwrapped displacement and normals maps, it is not necessary for me to have such a dense model to get all of those little details. Here’s an example of what I mean. Below you can see the original mesh from RC, rendered in 3ds Max, and then below that, the retopologized mesh with normals and displacement rendered in max. 

NOTE: This is a model that I still have not cleaned up just yet, as you can see there are some artifacts on the horns and stuff like that. I rushed through without cleaning it so I could show you guys examples of what I was talking about. 

Here’s the original RC object rendered in Max - super dense mesh (~4,000,000 polygons): 

Here is the retopologized modelfrom ZBrush with cleanly UV-unwrapped textures (diffuse, normals and displacement) and clean, quad mesh: 

And here’s that same retopologized mesh noted above in wire render (with displacement and normals still enabled):

Same mesh as above but in clay render: 

So as you can see, I still get all the little details of the original mesh from RC but with a much cleaner, quad mesh with clean, UV-unwrapped textures. 

I guess I should probably also do a clay render of the original mesh so you can compare and see the difference. I’ll do that next. I’ll also try decimating the mesh in RC to compare but again, I wouldn’t be able to use that in my work due to the UV map that it outputs. 

Kevin, I’m not sure if we can PM on here but try to PM me on here and if you can’t, let me know and we’ll find some other way to chat privately about you trying out the Z-Brush plugin I made.