Hello all. I'm getting started with the very basics of Zbrush, and, while I've learned a lot about brushes, alphas and masking, I'm a little unsure about how to do a few other things.
Firstly, importing my own meshes. Zbrush features a click and drag system, which works fine but I'm not sure if this is messing up the scale of my object or not. I'm worried that when I am done sculpting and I export it, the size of the mesh will not match the size it was originally. Can somebody clarify this?
Secondly, the mesh I want to import is divided up into several different objects to make it easier to sculpt certain parts. I'd like to import these as subtools but I a) don't know how to import them as subtools at all and b) don't know how to get them to remain in the same position and at the same scale as they have been exported from Maya.
Can anybody help with this? Thank you in advance.
Replies
Export them as separate objects in Maya, import into zbrush (remember to select a default subtool like the star or a sphere each time you import so that you don't overwrite the one you imported previously) and then use append to attach them to the same subtool and they will retain their position.
I've sculpted the model to be how I want it, and I've applied noise maker to just about the entire model. What I'm trying to do is merge the subtools together to make one single mesh for normal map baking in xNormal. The problem is that when I merge the model together, the noise maker deformation is completely erased and I am left with just a smoothed out model. Do you know what's going wrong with it?
Also, why do you want to combine the meshes to bake? Keeping them separate should keep things simpler; unless you need to actually dynamesh geometry together or something.
I want to combine the meshes to bake because the final, game-ready mesh will consist of all these meshes and share a single normal map. I suppose I could bake each texture onto the original mesh it came from and then combine them in Photoshop, but I'd prefer to just get the normal texture out in a single bake from high-poly to low-poly. The only thing that is stopping me from doing this is the fact that I can't get the meshes to combine with the noise properly applied.