Hi All,
I'm sculpting detail on my high poly version of my gun model and came across an issue where I cant export normal maps out of Zbrush after Zremeshing.
So far my process has been:
- Import low poly
- Create poly Groups
- Subdivide (with smooth modifier off) 4-5 times
- Zremesh
- Subdivide (With smooth modifier off) 1-3 times
- Sculpt detail
The reason I'm doing this is to even out the polygons so I can sculpt easier on the model. The downside to this is that subdivisions are required to export normals, but After Zremeshing, I only add two subdivisions as the polycount itself was quite high from the first subdivision before Zremesh.
My model already has UV's but Zbrush doesn't recognize them and tells me to unwrap. When I do the software freezes up and I have to restart it. If I click New from Uv Check, It created UV's entirely different from what I had in Maya with plenty of Overlapping.
I've atached imahes belwo ofmy Maya UVs and then my Zbrush UVs
Please let me know your thoughts.
Thanks In advance!
Replies
For what its worth, I wouldn't recommend baking your normal maps inside zbrush. It has quite a few limitations (such as its reliance on subdivision levels). If you bake with other programs (xnormal, substance painter, maya, etc), you'll be able to use different models for the high res and lowpoly versions. This means that your sculpt in zbrush won't even need UVs or sub-d levels.
- Import OBJ created from Maya
- Polygrouping areas that detail would be sculpted onto
- Subdividing 5-6 times with smooth modifiers off (Because no holding edges are present)
- Zremeshing those polygroups (Using legacy 2018)
- Subdivding those poly groups 1-2 times for better definition
- Sculpting detail
The low poly I bring into Zbrush isn't a blockout, but just the low poly model that I'm trying to even out the topology for better sculpting results.Sadly, that didn't work for me. An alternate solution I found was after Deform - Unify, I sculpt my detail then go back and put in the original position and scale coordinates the subtool came with on import. It's slightly tedious because I have to type in numbers, but fixes my issue. Thanks for the suggestion though!
Sometimes local symmetry would randomly disable itself, but the mirror options is always on by default. I only really adjust the X, Y or Z Axis for symmetry. The solution That found is after Deform - Unify, I sculpt my detail then go back and put in the original position and scale coordinates the subtool came with on import.
You could try using the Transform: Set Pivot and Clear Pivot options. The former will temporarily place the Subtool's pivot point on the center of whatever polygons are visible, and will temporarily center the mesh to this pivot. The latter will then restore the original pivot and position of the subtool.
Tried your method, works well for me. Thanks for sharing that! I'll let you know If I come across any issues with it.