Hello,
I was recently trying to practice with the uv mapping tools in zbrush. I had a zbrush model (top image) and was trying to add geometry to this. I learned that I should first create a displaement map using AUV, then export the lowest geometry level model, bring it into maya, add the geometry and bring it back into zbrush. Once i finished adding my geometry I brought it make into zbrush and applied the displacement map but the result is a very sliced up model (bottom image). Could anyone tell me why this is?
Replies
Couldn't you just use GoZ to make the changes, or bring in the new mesh and project the details onto it from the old mesh?
http://www.pixologic.com/zbrush/features/GoZBrush/
"With a single click of a button, GoZ will transfer your mesh to a GoZ-enabled application of your choice and instantly set up all the appropriate shading networks for you. Upon sending your mesh back to ZBrush, GoZ will automatically remap the existing high-resolution details to the incoming mesh, even if youve significantly changed the topology in your other application! GoZ will take care of simple operations such as correcting points & polygons order, as well as more advanced operations that require complete remapping. The updated mesh is immediately ready for further detailing, map creation and transferring to any other GoZ-enabled application.
GoZ is based on core features of ZBrush. This means that you can even use the ZBrush portion of GoZs features in non-supported applications. You can import an OBJ file which includes topology changes and ZBrush will automatically updating your current sculpture without losing details".
[ame]http://www.youtube.com/watch?v=C8jeMB9lIA8&feature=related[/ame]