Hey everyone, I’m Dayton. New here and to Zbrush in general. Hopefully, I’m posting here correctly.
Over my break from work this holiday, I’d been studying and practicing sculpting. However, my intention in learning Zbrush was to complete my High to Low Poly Bake workflow for games.
That all said, I’ve become stumped and really could use some assistance on a specific matter. Below are two images of both the Low and High poly mesh shown in Zbrush. My trouble is that, for whatever reason, my topology ALWAYS, seems to create these hard, jagged edges that do not demonstrate how the mesh should look:
Now, this isn’t consistent in Maya, as when I open the low poly in Maya you can see it’s surface normals are smoothed in the way they should be:
Additionally, the High Poly when imported into Maya, looks like this:
Now, I’m aware the topo for the high poly is a bit wacky, and I plan to redo it- however, this is why I’m coming to you for help. How can I use ZModeler to get the same/similar details you see on the current high poly, without the topology distorting the surface normals when viewed in Zbrush/Maya?
When I get this complete, I’m gonna bring it into Substance to bake the high onto the low. However, it’s currently obvious that I can’t with the normals having offputting distortions. I’ve been scouring the internet for tutorials on ZModeler, but none seem to touch specifically on creating panel lines without distortion. Any advice would be greatly appreciated.