The short version of my question is, can it be done?
If you want more detail…
I bought ZB a while ago, but I’ve rarely used it, so I’m still quite the noob. Right now, I’m working on a project that involves hard surfaces, and I need to go between Lightwave and ZB. I don’t know what the typical workflow is, but in Lightwave I like to keep all my surfaces as subdivided meshes, and use edge loops or “holding lines” to crease corners.
Of course, when in ZBrush, using extra geometry to hold corners gets disastrous a few subdivision levels in, since we end up packing tons of unnecessary polys into the creased edges.
In short, my “ideal topology” is different in Lightwave and ZBrush.
This is what I would like to accomplish:
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Create a mesh in Lightwave, using the topology I like, including extra loops to keep those corners sharp.
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Import a high-ish resolution “frozen” (baked subdivision) mesh into ZB. The extra geometry along corners will make this bad for sculpting, though.
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Create a high resolution detailing mesh using the skinning and projection all inside ZB. This has bad topology for keeping a subdivided mesh in Lightwave, but is much better for sculpting.
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Sculpt fine detail, polypaint, etc.
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Bring in my low-res base mesh with UVs (or make UVs in ZB).
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Bake the detail I painted/sculpted in step (4) into color, bump, and/or normal maps for the low-res base mesh (obviously, these would be in the UV space of the base mesh).
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Bring the whole mess back into LW, activate subdivision, light, animate, render, etc.
Everything in this workflow seems straightforward–except for step (6). Can it be done?
If not, what workflow would you recommend? I’m running an old version of Lightwave on an old machine, so I’d like to avoid bringing tons of polys into my Lightwave scene. Also, I think this would just be an amazing feature.