High resolution height/displacement and defuse/colour map wrapping & projection

Hi, not sure how to frame my suggestion so I will do my best to explain myself correctly.

Assume I have gone through the full process of transfer from a high poly scanned bust (head & shoulders) to a base mesh. The scan had no colour or fine skin surface detail. I have separate 32bit and 16bit HD height scanned maps at 19506 x 14739 that were scanned from another source. These maps are very detailed and current 3D projection painting apps (ZBrush, Mari, Mudbox, 3Dcoat) are a limited in use when projection transfer is done because even with maximum UV size I have found that there is still a loss of fine detail that is in the scanned height maps. Also the transfer of this data via painting method in mentioned 3D painting apps is arduous.

Would it be possible to add a feature to Wrap 3 that would allow me to create points on the HD height scanned map from another source at its 1:1 resolution and then attach the map points to the wrapping points in Wrap 3 and then do a projection that will hold all the detailed data from the projected map. If high UV resolution is needed then use tiled EXR so that no detail loss occurs. And then add a nudge type brush for basic adjustment in the viewport?

Here is an example image of what I am describing.

This proposed feature would open up loads of possibilities allowing users to mix scans and scan maps creating various new characters from existing old character resources.

Thank you for this great application, it has helped me streamline and reduce time spent on my projects.

Hello Jay,

I feel like I didn’t get it. I mean it seems like a mixture of features. What is clear to me:

  • EXR texture projection support;
  • ability to select points on UV-space in SelectPoints node.

Do you have a corresponding mesh for the height-map? The height-map looks like it lays on some UVs.
If you do have a corresponding mesh for the height-map, I would wrap the basemesh around that mesh, project the height-map onto the UV-space of the basemesh. Now, once you wrap the basemesh onto any new scan, you will have the height-map in place with no extra work.