Hey I'm kinda lost with my Zbrush workflow : I sculpted an object, then I duplicated the subtool for back up, clicked on Dynamesh, then on Zremesher. What I have now is what it seems a cleaner poly object. But will I be able to UV-map this on Maya, then apply a displace map based on my first sculpted subtool ? As their UV-map will never be the same, I suppose ?
Replies
Try it.
1) export your remeshed tool
2) UV tool in Maya
3) import back to Zbrush
4) Project details onto mesh
You can also do steps 1 and 2, and then just bake from High Poly Mesh to Low poly in a software package of your choice
*Take the remeshed uved tool and apply subdivision levels to it in zB till it is at the same high level as your detail sculpt.
*Take your remeshed tool and detailed scul[pt to their lowest level.
*With the detailed sculpt at level one, visible and the remeshed.tool at the same low level and selected in the subtool menu hit, project all.
*Keep doing that for each subdivision level until your uved remeshed tool has the same level of detail as the original sculpt.
*With the remeshed tool selected generate a displacement map.
*GoZ the remeshed tool out of zB and into your 3d app and with a subserface/turbo smooth/smoothing + displacement modifier applied and some monkeying ariund with settings you should get a perfect result using your displacement map.