Hey, I’ve added a noise alpha to my model after uv unwrapping. What are the ways to “apply” the new alpha to my mesh?
If I click the “apply to mesh” under tool>surface my alpha texture is softened and destroyed… if I click the “Covert BPR to Geo” in the Geometry tab, it works perfectly but adds an extra 4million points/polys to the model haha. Any help on an alternative?
Well the standard ZBrush workflow in adding micro detailing for a low poly UV d mesh like this would be to directly sculpt it to the mesh and then capture it all as texture maps. First you would ideally add much more resolution with several subdivision levels.ZBrush can handel it. Its what its known for. Simply press divide a number of times in the geometry sub pallet. Untill enough is there to hold the noise detail well. Then capture this as a normal and possibly a cavity map using the mask cavity setting…
Possibly best to add the noise to a sculpt layer when applying it to the mesh. This way you will have finer control over its amount once applied. Before its applied to the mesh properly the noise is a 2.5 render effect for preview purposes. The final result will depend on topography and poly count and the intensity of the noise applied. Hence the sculpting layer.
Hey thanks for the reply! You were right I had the sub div levels fairly low and it wasn’t able to maintain the detail so i cranked it up and it was fine. I ended up decimating it anyway as i was just after a quick render. Thanks again for the advice, I’m still very new to zbrush