Ok so I've found myself in a bit of a pickle. I've gone through the basic workflow of creating my character. I started off by creating my character in Zbrush and once I was done I retopo'd it. Now, I plan on UVing it in Max but I came across a small problem which I hope can get solved. now the way that I originally planned on was creating the high topo mesh, then a low retopod mesh and create a UV from the low topo. from there import the UVs into Zbrush and do some poly painting on each subtool/export the normal. But, it's to my understanding that you can't do that, or can you? Is there something i'm not grasping here?
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yes that would be very helpful thank you.
2) Then you need to import the unwrap of the low poly for the poly paint to transfer to. I'm sure you're familiar with the unwrapping process, but in case you're interested here's a few examples of how to do that in ZBrush as well as transferring an unwrap from Maya or Max to ZBrush. The easiest way would be to export your low poly to Maya or Max, unwrap, reimport that low poly into the subtool of the original project in ZBrush. Then under "Texture Map" in the Tools menu select New From UV Map. Your unwrap will then load to your whole model, high poly included.
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3) Then you need to transfer the poly paint information by saving out the Diffuse, Normal, AO, Cavitiy, Spec.
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