ZBrushCentral

Hard Surface/ Organic mixed mesh retopology help?

Hi.

I’ve been doing a TON of research. There are so many workflows to create hard surface geometry ontop of organic meshes inside zbrush. That’s great, it let’s you spend more time in zbrush and work quickly. My problem is this. How do you go from the final high poly zbrush mesh to something low poly that you can bake the maps into, if you did a lot of your hard surface in zbrush, and probably lost most of the clean topology on those hard surfaces as you had to remesh/dynamesh?

Would you export the mesh and retopologize the organic elements in an external application, and then remake the hard surface elements in that application?

Would you use surface “tracing” to draw your topology on the high res mesh in zbrush?

Think of a cyborg for this example. You have human elements interwoven with robotic parts. How do you handle this? I need help figuring out the best way to go from zbrush to maya and other applications for unwrapping, texturing and animation.

Thank you so much!