Hey!
I have an issue where my exported .fbx object won’t be re-topologized in the normal fashion. It’s like when you have an extracted clothing item and fail to use the back-face mask and the opposing mesh surface is crushed into the one you’re working on, or something like that.
The object looks fine (more or less) in Maya apart from subtle black decolourisation on the surface from certain angles. The problem comes, when I make the surface ‘live’ to use Quad Draw on it. The retop or low res seems to sit just under the surface of the hi res instead of on it and QD stops functioning in those areas.
I think my Zbrush high poly has a kind of multi surface. Even using Zremesher and re-exporting doesn’t help completely. I can patch up the bits of the low poly manually (once ‘live’ surface is switched off) but it’s time consuming and the broken surface negatively affects any ambient occlusion maps I try and make thereafter.
I will just add, these objects are clothing items that began life masked / extracted from a primary sub-tool. I can’t be sure I didn’t switch off Dynamesh on that sub-tool I extracted from beforehand, could that be how I’ve messed up my high res before exporting to Maya?