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So I have a highpoly mesh that i exported from Zbrush. I also exported the polypaint as well, which comes with an image texture.

To lower the polycount, i decided to shrink wrap the mesh onto a lower poly model, however after shrinkwrapping, the polypaint does not appear on the shrink wrapped model

any suggestions?

I quad remeshed the second model but when I try to apply the UV Map to the new mesh, thats the result. Is there a way to use the same UV Map.

Just the regular mesh with the polypaint attached

This is after I added the shrinkwrap to the low poly mesh, i attached the same image texture but the color is not appearing

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  • $\begingroup$ Edit your question to answer the following: "polypaint does not appear on the shrink wrapped model" ... are you saying that the original mesh no longer has the material? Or that the new low-poly mesh doesn't have the material? I think you mean the former, as the selected object in 2nd picture has a different object name... why don't you add/apply the material from original object to the new object? $\endgroup$
    – james_t
    Jun 30, 2023 at 16:45
  • $\begingroup$ Another approach: try to Edit the first object and "Mesh :: Clean Up :: Decimate" (lower fraction reduces vertex count more). See this $\endgroup$
    – james_t
    Jun 30, 2023 at 16:49
  • $\begingroup$ @james_t i updated my question, i think i left out some valuable info. $\endgroup$ Jun 30, 2023 at 17:10

1 Answer 1

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Edit the first object and "Mesh :: Clean Up :: Decimate" (lower fraction reduces vertex count more).

here's a high-poly character in Edit mode:

enter image description here

Select the Decimate item:

enter image description here

and here I reduce by 80% (1.0 - 0.2):

enter image description here

and voila, the UV map is properly handled so that the original material is still properly mapped.

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  • $\begingroup$ Would this method work for animating the mesh as well? $\endgroup$ Jun 30, 2023 at 17:53
  • $\begingroup$ @LLovingKenny -- this should work well for both Armature animation, and also Shape Keys (the new vertices assigned will be recalculated appropriately). $\endgroup$
    – james_t
    Jun 30, 2023 at 17:58

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