Tutorial — Flat Albedo from Polypaint
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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
- Colour only: skin tone, freckles, moles, veins seen through the skin, lip and eyelid colour.
- No lighting:
- no ambient occlusion;
- no cavity darkening;
- no specular highlights;
- no shadows baked in from photographs.
- Even and symmetrical except for documented marks (a scar, a mole in a portrait). Record each one in the likeness log.
- Skin tone comes from evidence: painted portraits, written descriptions and the historian's judgement. Early photographs record tone poorly, because of orthochromatic plates and toning.
- For figures of colour (for example Absalom Boston), take particular care and ask for review. Use a respectful, evidence-based range, and say on the label that tone is an interpretation.
2. Paint
- Work at the highest subdivision level. Polypaint is stored per vertex, so detail needs density.
- 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.
- Use the Standard brush with Rgb only (Zadd off), so painting doesn't sculpt.
- 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:
- Load the round-trip tool (MetaHuman topology, MetaHuman UVs) and append the painted sculpt as a subtool.
- Line them up. Both are in centimetres and in the same place if you followed the scale rules.
- 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.
- Check that the shape didn't change: compare against the stored morph target.
4. Make the texture
- Check the UVs: for moment B, keep the MetaHuman UVs exactly as they are. Don't run UV Master on them.
- Set the texture size to match Creator (4K or 8K) in Tool → UV Map.
- Tool → Texture Map → New From Polypaint.
- Clone Txtr to send it to the Texture palette. Apply Flip V, which is usually needed for Unreal; check against a test image.
- Export as 8-bit sRGB PNG or TIFF:
T_<Figure>_Head_BaseColor_v###.png. - 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
- Moment A: assign it to the sculpt's material before exporting to Mesh to MetaHuman (ZBrush — Sculpting for MetaHuman).
- Moment B:
- Import the texture into Unreal as a colour texture (sRGB on).
- In MetaHuman Creator, open Skin → Texture Override and set Face → Base color, or Body → Base color.
- MetaHuman 5.8 can also assemble with unbaked materials for finer look-dev control, and DCC Export now includes SMRF textures (specular, roughness, metallic, fuzz) for work in Maya.
6. Check
Sources
- Novedge, Bake polypaint into production-ready base-colour maps: https://novedge.com/blogs/design-news/zbrush-tip-bake-polypaint-into-production-ready-basecolor-maps
- Maxon, ZBrush Texture Map sub-palette: https://help.maxon.net/zbr/en-us/Content/html/reference-guide/tool/polymesh/texture-map/texture-map.html
- Epic, Skin Material Tools (Texture Override): https://dev.epicgames.com/documentation/metahuman/skin-material-tools?lang=en-US
- Epic, MetaHuman 5.8 release notes (unbaked materials, SMRF textures): https://dev.epicgames.com/documentation/metahuman/metahuman-5-8-release-notes-in-unreal-engine?lang=en-US
- Full list: Sources — 2026-09-19