I realize when I start a sculpt in Zbrush I can sub divide and dynamesh at low numbers and get a good sculpt. But when I import a mesh from Maya that was modeled to real world scale, the numbers in Zbrush are really hard to work with.
For example, I made some big greek pillars for a blockout in Maya to the right scale, brought them into Zbrush and noticed I had to really boost up the Dynamesh numbers to get what I needed. In the end the mesh ended up being about 14 million total points in Zbrush and it still wasn't as dense as I would have liked it.
Whats the correct workflow here?
Replies
If you are baking textures detail your pillars and export the end result usually as an fbx. Copy and decimate the end mesh then GoZ it back to Maya to make a lowpoly retopo over it. Uv the retopo in Maya and you have a hi and lo for baking.
Cheers