Hi,
I’m fairly new to creating more advanced characters in Zbrush and now I’m trying to follow Eat3D’s Character Creation tutorial and make a mouthbag. The trouble is that after I have imported my mesh to Maya and added the mouthbag and the exported it again to Zbrush the new vertices that make up the mouthbag flips out and go all over the place.
When I import I choose to transfer the high-resolution details to my mesh with the changed topology. That is when all hell breaks loose.
All normals are correctly faced and the mesh that I am trying to replace is in it’s lowest subdiv level when I import.
Anyone have a solution or something that I should try to do?