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ZBrush Subdivision creation / Normal maps

Hello people, I dont know if this is the place to post such thread, but im struggling with this for a few days now and I cant continue this character without doing this step.

So, its about Octobers monthly challenge, I`ve created high poly mesh in Zbrush and I have retopoed it using ZSphere tehnique, did some tweaks to low poly mesh in 3Ds Max and Unwrapped it in Unfold 3D.

Now when I go back to Zbrush to create higher subdv. lvls so I can project details from one subdv. lvl to another I get weird thing as a result. Let me make it clearer with few images.

1. I go to ZBrush and proceed to creating normal maps with ZSphere method, this is what it looks like at the point where I prepared both (low poly and high poly) meshes.

http://piclair.com/data/wu41m.jpg

2. When I go to Adaptive skin and select preview on Density 4 (to get a good level of Subdivision) I dont get as much detail as I usually do when I do this. (Making density level higher doesnt help). And this poly error on his face. (Went back to 3Ds max to fix that face error and repeated same process with new, fixed mesh but no change)

http://piclair.com/data/j334b.jpg
http://piclair.com/data/5c270.jpg

This is what kind of detail, or at least close to this, I want to have on newly created highest subd. lvl.

http://piclair.com/data/3busk.jpg

I hope I gave you guys enough informations about my problem. Please help me! :)

Replies

  • cryrid
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    cryrid interpolator
    • When using zspheres to retopologize, don't rely on the adaptive skin's density to get the full resolution for the detail. Keep it low enough that you wind up with the base that you want (the silhouette matters most, not the surface detail) . After the skin is converted into an actual polymesh object you can subdivide it like normal and use Project All to get the detail back onto the mesh.
    • I'm not sure why you're using adaptive skins at this stage of the process. It's a basemesh creation tool, and if you already have the sculpt and a UV'd lowpoly mesh in Max then you have all the components you need.
    • I'd recommend baking the maps in 3dSMax or XNormal instead of zbrush.
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