Inside ZB, is it possible to use displacement maps to “port” sculptural detail between two models with identical silhouette but divergent topology?
My hope was to take a model created in zbrush, generate a displacement map, export one of the lower sDivs to another app (max, maya, etc…) to rework the topology and then import this new model into a fresh ZBrush document, subdivide it a bunch and then apply the displacement map created earlier to the new topology, and thus reconstruct ones original sculpt on top of this new topo framework?
I’ve seen a couple references to this technique on the forum, but despite my best efforts, I can’t seem to get this to work.
If anyone has had experience with this topic I’d love to hear how to get it to work. The posts coving this topic weren’t specific enough to aid me in my effort.
Cheers
Thanks
- go to sDiv 1. and click Tool>Create DispMap
- go to sDiv 3. export as obj
- modify topology in an external app.
- import obj with new topo into a new ZB document.
- turn off Transform>Quick 3d Edit.
- turn on Tool>Displacement>Mode
- set Tool>Display Properties>DSmooth to 1.
- select displacement map created earlier and convert to a texture. Alpha>Make TX.
- set Tool>Displacement>Intensity to .1
- apply in Tool>Displacement>Apply DispMap