ZBrushCentral

Restore lower subdivisions, when I have given Lowpoly and an exact given Highpoly possible?

Hello,
is it possible to get subdivisions back, when I have lowpoly and highpoly,
which are both from zbrush, but not anymore as one tool with subdivision levels.

Example: I have a lowpoly head and the same head as highpoly (from subdiv level 4).
I would like to keep the topology of both (because of blendshapes).

I could subdivide the lowpoly 3 times, so I get the highpoly and project it.
But it will be different of course, especially with topology edge situations.

Can I somehow “force” to get the high poly mesh exactly like before?

Many thanks

p.s. I can find a workaround in my case, but if there is a solution I would like to learn it.

Hi @AlexxCentral

I may not be understanding your question, but subdivision levels don’t exist independently of the topology. All subdivision levels are the same topology, at different levels of resolution. You cannot have tool with a subdivision level based on one topology at one level, and based on a different topology at another. If the meshes actually have entirely different topologies, rather than one simply being subdivided from the other, the best you can do is two separate meshes if you need to maintain both of those topologies for some reason.

If your high poly head was created via subdivision in Zbrush, then you should be able to restore subdivision levels back to its original low poly base in the Geometry palette (“Reconstruct Subdiv”). This will only work if the high poly head was directly subdivided from a low poly base, without further alterations to the topology.

Otherwise:

http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/transferring-detail/ is indeed the way you would go here. The only topology that matters for the purpose of export or map creation, is your base level geometry or whatever geometry you’ll be exporting or creating maps for. The meshes must occupy the same worldspace–if they vary too much in form, this wont work.

So subdivide whatever mesh you’ll be exporting sufficiently to hold the incoming detail, and project the detail from the high poly head onto the newly subdivided low poly head at the appropriate level.

If you dont want the detail of the high poly head to affect the low poly base, you could project the high poly detail into an active 3d layer in recording mode. This will allow you to toggle that detail on and off of the original, but may limit what you can do with the mesh.

Note that the very act of subdividing a mesh alters its form subtly at all levels of subdivision. If working with an imported mesh that must exactly match the geometry in another file, you must store a morph target (Tool > Morph Target) of it before subdividing, and restore that MT immediately prior to generating any maps.

late reply
Thanks for the details!
The idea was also, if I could still use an pre-existing highest level mesh and pre-existing lowest level mesh to recreate my zBrush-tool.
Not generating them new or touching them, instead only creating the missing levels inbetween.
But I think this is not the supposed workflow :wink:
In my case zbrush-files got lost and I tried to recreate the tools. I always thought it would be enough to have lowest and highest level mesh stored, but now I understand that I need the tool as well.
p.s. I solved it in a different way now :slight_smile: