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Help! Sculpt detail being distorted on export/import.

Boozebeard
polycounter lvl 11
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Boozebeard polycounter lvl 11
Hey, I'm wondering if anyone can help me; I'm sure I can't be the first person to run into this. The skin detailing on my ZBrush model is getting distorted when I bring it into to other programs. Looking at the topology I'm guessing it might be to do with how the mesh is being triangulated in different directions. Here are some image links (fairly high res) that illustrate the issue

Skin detail in ZBrush: https://i.gyazo.com/174a00c78ca5eb49491e0b10450a7f87.png
Skin detail after importing to modo: https://i.gyazo.com/a07bdf0773c5e207c7b47f3828a84ae4.png
Weird squares of triangulation direction: https://i.gyazo.com/ebd7cb67ac593ff6858172536de791cb.jpg

I've tried setting the ZBrush export option to "tri" as I thought if ZBrush was handling the triangulation I'd get the desired results but it didn't seem to make any difference. I'm getting the same distortions come through in substance painter normal maps when I use it for baking too (this is the primary issue).

Edit: running decimation master on a high setting gives the same result so I guess it is the triangulation process that's doing it. I might try sub dividing it once more, see if that holds the details better.

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