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Using ZB to creat low poly from high

I was wondering if anyone could hlep me with this problem.

I have this mesh created in Lightwave (this is only part of it).

I was wondering if there was anyway in ZB to take this mesh, create a low poly version and creat a normal map, and colour map etc for the low poly version. I have tried importing it and using the retopology tools, but it does not project the high poly version to the low. I think this is becuase there is no sculting on the high version.

Any one any ideas?

You can use retopo tools to create a low-poly base mesh and copy the details from your hi-res mesh to the new topology. Then you can create maps (displacement, normal, texture, etc.) based on the new base mesh.

http://www.pixologic.com/docs/index.php/Topology

If you’re going to do this a lot, you can investigate whether Topogun (which I like a little better for create new low-poly base meshes) is for you. The procedure is essentially the same, but you create your base mesh in Topogun, import it into ZB and then use ProjectAll to copy the details to the new base mesh.

Yeh, I was following the right process, jsut hadnt realised that the original is not really in one piece which was what was screwing things up.

Is there a way to take the texture maps from one (with one layout of UV), and project it onto the other (with a different UV layout)?

I’ve never actually done this, so I don’t know how well it works, but mesh projection should transfer polypaint color information if mrgb is pressed.

So you’d import the present tool , jack up the SuBD, convert those textures into polypaint directly on the mesh. Then build your new model over top that one, UV map it as desired, and use mesh projection in Zbrush to transfer color and detail. Then generate a new texture map based on the new mesh’s UVs.

BJ has outlined the right procedure.

(Both objects must be visible to transfer polypaint.)

-K

Yup, works. Problem with the original mesh, but that’s just the way it was built.

Thanks for the help guys.