# Blender RGB \> UV Texture

**URL:** <https://forum.revopoint3d.com/t/blender-rgb-uv-texture/19477>\
**Category:** POP Series\
**Created:** [February 16, 2023, 8:08pm UTC](https://forum.revopoint3d.com/t/blender-rgb-uv-texture/19477 "2023-02-16T20:08:27Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![PUTV](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.revopoint3d.com/putv/32/15302_2.png) [@PUTV](https://forum.revopoint3d.com/u/PUTV)\
**Post date:** [February 16, 2023, 8:31pm UTC](https://forum.revopoint3d.com/t/blender-rgb-uv-texture/19477/2 "2023-02-16T20:31:26Z")

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Hi @revohorse

Textures improved so much already with POP2 , what scanner are you using ?  
Make sure you have the last software update .

RGB data sometimes is much better , but you need to fuse it at the highest values and the same the mesh .  
How more point how better the resolution will be .

There is not really other simplier way to transfer the RGB color per vertex .

In Zbrush I do create new model based on the scan with my own UV and transfer the textures and mesh details to it , in the process I don’t only get the albedo , but also displacement and normals . So my model is low resolution but have all the rest of the details in maps .

You can see my simple video here, how I am doing it in Zbrush .

[![](https://canada1.discourse-cdn.com/flex029/uploads/revopoint3d/original/2X/2/28601b5d41443a1fa00633c4080085c43bd4e961.jpeg "Revo Scan | Zbrush | Converting RGB Color Per Vertex To Textures") ](https://www.youtube.com/watch?v=bHcLZM-wRcY)

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