ZBrushCentral

Keep your base mesh AND your sculpt?

So I’m trying to get the hang of using Max and ZBrush to create game models for UT3 modding. Right now I’m working on just a basic pillar as a learning model. I created the low poly pillar the way I want it. Then I duplicated it, subdivided it up a bit to even out the polys and took it into ZBrush. After sculpting it up the way I want, sub-D level 1 looks totally diferent than the low poly model I created in the first place! I tried just re-importing the unsculpted mesh into level 1 but that totally screws up the sculpt :frowning:

I know I could use something like XNormal to bake the normals, but that seems a little rediculous with all the baking functions ZBrush has.

Is there a way to sculpt a mesh without having it affect the base? Or, bake from one ZTool to another?

-D

What you do is this:

  1. Go to level 1 of your mesh. Store a morph target (Tool>Morph Target>Store MT).

  2. Import your original mesh.

  3. Generate displacement/normal maps.

  4. Press Tool>Morph Target>Switch before moving back up the subdivision levels for texture creation from polypaint or more sculpting.