ZBrushCentral

Extracting maps from a separate object?

Hi everyone, my first post here :wink:

I have a question about extracting normal maps in ZBrush. There are dozens of tutorials and youtube videos showing how to extract detail maps from models detailed in ZBrush, but they always assume the workflow when you start in other 3d application and then detail in zbrush and bake maps.

Sometimes I’d prefer to make a model in ZB and then retopo and UV map it in 3DS (which I think has the best tools for retopologizing) using one of the lower res meshes from ZB. Bringing hi-res mesh from zbrush is not the most effective and enjoyable thing to do, so I’d prefer to import my new lowpoly mesh to ZB and transfer details there. Problem is I don’t know how to do it :stuck_out_tongue_winking_eye:

If anyone can quickly describe how to do it, or link tutorial video or sth I will be very thankful. Can I somehow replace the lowest res mesh in ZBrush with my new mesh? Or can it be approached differently? Sorry if the the question is answered somewhere already, I tried to google it but I was unsuccessful :frowning:

Load your model into ZBrush and append it to the version that has all the details. Divide it to have about the same number of polygons, then use Project All to copy the details across.

You can now proceed with creating your maps like normal.

Even polypaint can be copied to the new model simply by having Rgb or Mrgb turned on when you do the projection. So you can be painting your textures before you’ve even finalized your topology, much less the UV’s.

I hope it is ok to revive this thread. I am trying to do this exact thing. The problem with projecting the detail is that the object I am working on is hard surface and the low poly model needs to maintain its exact geometry. When I project the high details onto the low, the the low poly subdivision gets distorted.

Sorry to bump this, but I could really use some help here.

There’s really no problem here.

Divide the model and project details like normal.

Return to level 1

Now if you’re creating a normal map, simply set your settings and do so. You do NOT need to worry about the fact that the shape of the model has changed. When you apply the normal map to your original model it will work just fine.

If you’re creating a displacement map, you DO need to deal with the change in shape. That’s easy. Just store a morph target and then import your model again. This will restore the shape you had before dividing so that you can create your displacement map accurately. Just remember to switch morph targets again if you need to go back up to the higher levels for any reason.

Of course you could restore the base mesh for normal maps, just like with displacement maps. But it’s not really necessary for normal maps.

Ahhhh, thank you very much. That makes sense.