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Zbrush 2020 Exporting Normal Map after Subtool has been poly grouped and Zremeshed?

Hi All,

I’m sculpting detail on my high poly version of my gun model and came across an issue where I cant export normal maps out of Zbrush after Zremeshing.

So far my process has been:

Import low poly
Create poly Groups
Subdivide (with smooth modifier off) 4-5 times
Zremesh
Subdivide (With smooth modifier off) 1-3 times
Sculpt detail

The reason I’m doing this is to even out the polygons so I can sculpt easier on the model. The downside to this is that subdivisions are required to export normals, but After Zremeshing, I only add two subdivisions as the polycount itself was quite high from the first subdivision before Zremesh.

My model already has UV’s but Zbrush doesn’t recognize them and tells me to unwrap. When I do the software freezes up and I have to restart it. If I click New from Uv Check, It created UV’s entirely different from what I had in Maya with plenty of Overlapping.

I’ve atached imahes belwo ofmy Maya UVs and then my Zbrush UVs

Please let me know your thoughts.

Thanks In advance!

Hi @AmanKArt

Sorry you’re having some trouble here.

This isn’t explicitly stated anywhere in the description of your process, but any time you ZRemesh you are changing the topology, so you will need new UVs–generally speaking.



Polycount before ZRemesh isn’t relevant. The newly Zremeshed mesh becomes your new base level geometry at whatever the target polycount was set to (or as close as Zremesher can get with its given settings).

If you’ve ZRemeshed your mesh, your original UVs are gone ( at least from that instance of the mesh–you can always re-import them from an earlier file). There are a number of ways to create new UVs in Zbrush–I recommend UV Master, but be sure to read the documentation thoroughly.



To clarify, you don’t need UVs while you work–they’re just going to keep breaking if you’ll be frequently changing the topology, and they come with performance issues.

Generally, preserving UVs for an imported mesh in a situation where you want to change the topology for high detail sculpting, is a matter of performing that work on a duplicate of the mesh, and then Projecting the Detail back to the original that has been subdivided sufficiently to hold the incoming detail. I recommend the manual projection method listed for this situation.

Keep in mind when working with imported meshes, that Zbrush exports maps based on the active base level geometry. HOWEVER, the very act of subdividing a mesh alters its form subtly at all levels of subdivision. This is not an issue if you are going to be exporting that altered base level geometry directly from Zbrush and applying any maps directly to it. If, though, the maps must match the original, unaltered geometry in another file someplace, you must first store a Morph Target of the original, unaltered mesh before subdivision, and switch to it prior to generating those maps. The sequence for this is described in the multi map exporter documentation and elsewhere.

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Ok, this clarifies a lot of things, thank you! I’ll try these out and let you know how it goes!

Hey all, I’ve come across another issue, one I’ve had before where symmetry doesn’t seem to work properly when I sculpt detail.

Like sometimes, if I’m sculpted on the left side of the object with symmetry on, the right side doesn’t project show the corresponding detail correctly or at all.

I haven’t adjusted any of the symmetry settings, and only have the X axis enabled. It’s been an issue for the longest time and usually happens when I switch to a new subtool.

Deform - Unify fixes my issue, but it changes the position of my subtool from where it original sat to the center of the ZBrush grid.

As for your earlier suggestions. I tried a different method that worked for me by duplicating the SubD subtool and freezing subDs followed by dynamesh master and then sculpted my detail and projecting those back to the original SubD subtool.

Please let me know your thoughts.