@Justo Shrink wrap projects to the surface of the target so if I have a sub-dived cube and use a sphere as a target I'll get a quad sphere.If I have detail I want to preserve and combine it with the target mesh,in my example in the bottom row I just duplicated the detail and joined it to the target,shrinkwrap will try to…
When multi res sculpting, subdivisions eats the volume of the mesh. In zbrush, with morph targets people can avoid that shrinkage. They save a morph target and divide the mesh, then they go back to the morph target, with this way they preserve their first vertex positions of non-divided mesh. So that way vertex positions…
for target weld i have a key mapped to 'mesh.merge' with type 'at last' checked. then i just click the vertex to be welded and the one at the target position. the difference to max is that there's no connecting line being drawn and that it's not a mode. no need for setting auto weld and using snap and all that.
it's possible to bake floater detail without flattening. The detail should share same UV space ( having UV projected by data transfer) and have invisible side toward target surface. Then be baked as object space normal map after being joined with a target . Not even a cage is necessary. Projecting across UV seams doesn't…
@Justo Try Object > Constraints > Add Constraints (with Targets) > Relationship > Child Of. Note that when parenting the active object becomes the parent but with constraints it's the opposite.