Tutorial — Flat Albedo from Polypaint

Augmented Traveler local tutorial. Back to ZBrush — Tutorials · next: Tutorial — Baking Detail Maps for MetaHuman

How to turn ZBrush polypaint into a flat, unlit albedo (base colour) texture. We need albedo at two moments, and the rules differ:

Moment Mesh Purpose
A. Before Mesh to MetaHuman The free-topology likeness sculpt Helps the solver track features. Its UVs don't matter to MetaHuman
B. After calibration The MetaHuman-topology head or body (the round-trip tool) A Texture Override base-colour map in MetaHuman Creator. It must use MetaHuman UVs

Draft. Validate on the first texture pass and correct menu names here.

1. What "flat" means

2. Paint

  1. Work at the highest subdivision level. Polypaint is stored per vertex, so detail needs density.
  2. Turn Colorize on for the subtool. Fill a base skin tone (Color → FillObject) and build up regional colour:
    • warmer on the cheeks, nose and ears;
    • cooler around the eyes and the jaw shadow of shaved skin;
    • lip colour.
  3. Use the Standard brush with Rgb only (Zadd off), so painting doesn't sculpt.
  4. Spotlight can project reference colour, but remove the lighting from the reference first: even the exposure, and paint out highlights and shadows.

3. Moment B: move paint onto the MetaHuman-topology mesh

If you painted on the free sculpt, move the paint across:

  1. Load the round-trip tool (MetaHuman topology, MetaHuman UVs) and append the painted sculpt as a subtool.
  2. Line them up. Both are in centimetres and in the same place if you followed the scale rules.
  3. With the MetaHuman tool selected, and only it and the source visible, use Tool → SubTool → Project → ProjectAll with PA Blur at 0 and only colour projection turned on. Undo if the shape moves. Projecting shape would break the round trip.
  4. Check that the shape didn't change: compare against the stored morph target.

4. Make the texture

  1. Check the UVs: for moment B, keep the MetaHuman UVs exactly as they are. Don't run UV Master on them.
  2. Set the texture size to match Creator (4K or 8K) in Tool → UV Map.
  3. Tool → Texture Map → New From Polypaint.
  4. Clone Txtr to send it to the Texture palette. Apply Flip V, which is usually needed for Unreal; check against a test image.
  5. Export as 8-bit sRGB PNG or TIFF: T_<Figure>_Head_BaseColor_v###.png.
  6. To export several subtools: use the Multi Map Exporter plug-in with Texture From Polypaint on, the same flip, and 8–16 pixels of padding.

5. Use it

6. Check

Sources