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How can I do so that the lower subdivision is untouched by the following ones?

Hello,
I explain my concerning, I import a model low poly (outfit) from 3ds max, then in zbrush i edit, add details etc etc.
Then with multi map I create normals map.

I notice that when i edit high subdivision levels, it make some mod also of the low one, so the normals are create from the high and the “new” one lower, that is not anymore exacly the same i have in 3ds, I would ask if is a possibility to keep the lower level untouched, freezed in the shape, so the normal is create from the higer subdivision and the one that is exacly as the 3ds one.

(i hope you all understand my english :slight_smile: )

Thank you

Hello @daxxx39 ,

The act of subdividing a mesh alters the form of that mesh slightly at all levels of subdivision. This is related to the subdivision process itself, and cannot be prevented.

Therefore, if creating textures in ZBrush that must match the geometry in another file someplace exactly, it is necessary to restore the form of that mesh immediately prior to creating any textures, and before changing subdivision levels again as this will again alter the form of that geometry.

The recommended process involves storing a morph target for your mesh, re-importing the base level geometry into your active tool in order to restore all the points to their original position, and then generating any textures or displacement maps.

The procedure is described both here, and in the SwitchMT section of the Multi Map Exporter documentation.

Please note this is only necessary if the file must match another external file someplace. If you are exporting the finished geometry directly from ZBrush and generating the maps for that exported geometry, this is not required.

Good luck! :slightly_smiling_face:

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Thank you for answer, maybe I do not understand, I try to make an example when i follow the link you sent me.
We call A the model from 3ds max, clean and without any sculpting, is the one I will use as low poly in future for game application.
B is the low poly generate from Zbrush as SDiv 1, same polygons of A just a bit different, cause of C, the high poly model on 5 SDiv.

If i understand correct, I should store the morph in SDiv 5, the reimport via Goz the model A from 3ds in the SDiv level 1, then go in SDiv 5, click switch, and the sculpt will appear again, as was before (because when i import A, the model C change a bit), but when I return to check of is the model B, the SDiv1, is again not as the A, so the normals will be create again from B to C.

I hope you understand my messing message :smiley: