Hello everyone,
I’m a bit at loss in what is a good workflow in order to detail my hard surface model in zbrush.
What I planned was making the model in blender, unwrap then export a copy to zbrush for adding surface details , and a copy to substance for texturing to get the normal details from the finished hi details version from zbrush.
now my models have modifiers on them, namely subdivision modifiers that some of them completely transform my object from a cubic shape to cylindrical shapes. some of my models also are made using boolean ops which leaves unclean topology. when i imported the model to zbrush it was all kinds of mess.
and so, I had to remove most of my modifiers, I also had to triangulate them to import correctly into zbrush. but then dealing with triangulated meshes in zbrush is giving me problems, can’t directly subdivide the models because it gets messed up with all the tri faces, and the zremesher keep the mesh faceted since I exported without subdivision surface modifier.
in short, what is the best way to export a hard surface model from blender(or any 3d package for that matter) to zbrush and add details to them? taking into account modifiers and boolean objects.
thanks in advance.