ZBrushCentral

combining meshes while keeping subd levels? (answered)

Is there a way to combine meshes while keeping the sculpted details from higher subd levels from one mesh? I have a character with 5 subd lvls and I decided I want to add a tail. I brought it down to first subd lvl, and using masking and polygroups, removed some of the geometry where I want to add the tail. I then brought in the tail mesh and merged the character and tail subtools. At this point all subd levels and sculpted details are still there. Now I used the zsphere/rigging/edit topology method from the “did you know” tutorials to connect the 2 meshes. Works great. The only problem is that I loose all the subd levels and sculpted details.

I tried to take that adaptive skin into the subtools of the original character mesh and do the “project all” to recreate the subdivisions and scuplted details, but I’m still loosing a lot of the oriinal detail.

Any ideas?

I’m using R3.5.

  1. Create an Adaptive Skin for the new topology.
  2. Append it as a subtool to the original model.
  3. Subdivide it until it has the same number of subdivision levels as the original.
  4. Store a Morph Target at the highest level.
  5. Use Project All to project the high resolution details.
  6. Use the Morph Brush to clean up any areas that need it.

Why are you using 3.5? ZBrush 4 is a free upgrade to registered users.

Thanks Marcus for the quick response. I’ll give it a try after work.

I put version 4 on my desktop (64 bit) so I can use more ram. Long story short, desktop needs to be fixed. R3.5 still on my 32bit laptop.