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zbrush export map from base mesh problem after spliting subtools

jasonhuang1115
polycounter lvl 7
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jasonhuang1115 polycounter lvl 7
Hi folks,

I am running into a problem when trying to export displacement maps for a character that is split as multiple subtools in ZBrush (from original base mesh).

Here below is what I done (following official MME doc):
1. a character that has multi-tile UVs already unwrapped in Maya.
2. export the character as obj from Maya and split the character into multiple subtools for sculpting details in ZBrush.
3. When I am about to export normal/displacement maps, I store a morph target at level 1 for each subtool and import my original base mesh OBJ.

I got an warning message saying the topology of the mesh has changed and either select YES to transfer high-resolution details to the modified mesh or NO to delete high resolution details. Obviously, none of these options works.

The workflow works just fine when I do NOT split the imported base mesh in the first place into multiple subtools
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How do you guys export normal/displacement maps when you have to split a character into multiple subtools and based on original base mesh modeled in common 3d application?

Thanks,
Jason

Replies

  • iconoplast
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    iconoplast polycounter lvl 13
    I don't usually need to split things in this way, but I can think of two ways to manage this:
    1) Once you're finished sculpting, import a new copy of your obj file. Then subdivide and manually project the details from all of the subtools on to that.
    2) Split the character into multiple objects before export, then combine the generated maps as appropriate once you're done.
  • jasonhuang1115
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    jasonhuang1115 polycounter lvl 7
    Thank you, iconoplast. I will try the first approach to see how it goes...
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