Sculpting

Polypaint

Per-vertex colour in ZBrush

Definition

Polypaint is ZBrush's technique of painting colour directly onto a sculpt's vertices rather than onto a UV-mapped texture. Each vertex stores an RGB value — so the polycount sets the effective texture resolution. Polypaint is fast for blocking colour passes during sculpting and for generating an albedo basis that's baked to a UV-mapped texture at the retopology stage.

In production

High-density sculpts (10M+ polys) carry enough vertices that polypaint produces effectively photo-resolution colour information, which is why ZBrush artists often subdivide a mesh several extra levels purely to get finer polypaint detail before ever touching a UV-mapped texture. Bake polypaint to an albedo map during normal-map baking in Marmoset Toolbag or Substance Painter, feeding the high-poly sculpt with its vertex colours as the bake source against the low-poly's UVs. Because polypaint resolution is tied directly to polycount rather than an independent texture resolution setting, a sparse retopologized region of a sculpt will produce visibly blurry colour compared to a densely subdivided region — a common gotcha when artists DynaMesh unevenly across a model. Some pipelines skip UV texturing almost entirely for background props, exporting polypaint-baked vertex colours directly into the game engine's vertex colour channel, which is cheaper on texture memory but loses the ability to tile or reuse the texture on other assets.

Learn Polypaint in

Tools that use Polypaint

See also