ZBrushCentral

Answered: retaining sculpt information.

Ok so my issue is that I have sub-d information i want to retain on a mesh, but I need to go back and change the mesh (at lowest sub-d level) a little. In doing this, I don’t know if I can retain that higher sub-d sculpt info once I change the mesh and bring it back into zbrush. Is this possible?

My specific case is that I need to add geometry for my characters face for the inside of his mouth. So any tips or advice on how to go about this while still salvaging my zbrush info? Many Thanks in advance! :)

EDIT: When I mentioned changing the mesh I meant taking the lowest sub-d level back into 3Ds max, adding or subtracting geometry, and then bringing it back into zbrush. I want to apply the higher sub-d info I had on that mesh with zbrush previous to changing it in 3Ds Max and slap it onto the new geometry I import back in.

take a look how to work with layers…

This is done automatically by the new projection algorythm, once you reimport the changed model in the same subdivision level a window will tell you that topology is changed and if you want to delete the higher subds or project the details on the new topology. the only thing to take care is that, for my experience, having layers on the model can cause crashes (not a rule, but sometimes happens), and that the dist slider near the project all button influences also the distance of the reprojection on the imported mesh.
In other words, if you add details like for example the interior of the mouth, probably you will want to lower a bit the distance to avoid that parts of the new mesh that were not present on the original model will end projecting on unwanted regions (i made the same interior mouth thing sometimes, and when i have distance too high, depending on the scale of the model, often the border edges go and project on the skull/neck, this resulting in more work to fix). on the other side, too low distance will avoid some details to be transferred to the new topology, so you will have to tweak the value a bit.

Thanks for the detailed explanation Danko75 :smiley: I’ll definitely be using this in the future.