So i want to at least to try to figure this out before i get too far in.
Correct me when i screw up:
1. I make highpoly mesh in maya
2. import to zbrush
3. do whatever i want to in zbrush, scratches, engraving etc
4. export back to obj
5. open in maya
and then it's a super high poly mesh from it being in Zbrush
then what?? treat the new high poly mesh as my high and then tear that mesh down to a low and bake?
or should i have a low poly made up already before even step 2?
maybe i'm overthinking things and a high mesh is a high mesh, zbrush aside?
Thank you PC
Replies
When you export a mesh from zbrush, it will export the current subdivision level as an obj. So if you export the mesh at level 1 you might be left with something that looks similar to the original Maya mesh, if you export it sculpted at level 7 you might find yourself with a few million extra polygons worth of detail.
Since you have Maya, you may want to look into GoZ, which is designed to quickly pass a model back and forth.
If you're done sculpting and are satisfied with the sculpt, you may even want to run Decimation Master on it before exporting.
'a high poly mesh is a high poly mesh, zbrush aside'
A common workflow is to acquire a highpoly mesh by whatever means (sculpt or otherwise), create a lowpoly mesh by whatever means (such as retopology), and then use xnormal/render-to-textre/ultimapper/whatever to bake.
eat 3d has a couple of freebies:
http://eat3d.com/free/zbrush_xnormal
http://eat3d.com/free/xnormal_overview
Pixologic\ZBrush 4R2\Documentation\plugins
excited