Hi All. I’m using Zbrush 4R5 on a PC with Windows7, 32 gigs RAM and Maya 2013.
My old workflow for the creation of a character mesh would start in ZBrush. Zspheres, to Dynamesh and finally using the Zshpere retopologize tools, I’d create a new base mesh to start sculpting. Ultimately I would repeatedly use GoZ to send my mesh back and forth to Maya to change the topology on the fly. Every time I’d GoZ it back in to ZBrush I would get the pop up reporting that the topology had changed and did I want to re-project the hirez detail on the altered mesh. Answer: yes, and this all worked perfectly. I could sculpt and then add or modify the topology as needed to have good edge flow and topology in general. I could even weld new mesh elements to the subtool and when I’d goZ it back ZBrush would still recognize it as the same Ztool and integrate the new geometry. It was awesome!!
However, since 4R4, if I send the mesh back in to ZBrush with just one new edge created it simply imports it as a new tool, no longer recognizing it as the original Ztool with altered topology. When 4R4 came out I was using Windows XP as my OS so I thought that it was owing to an issue with my older operating system.
Unfortunately, now on my new PC with Windows 7 I have the same trouble and it persists with 4R5. It is a problem both with Maya 2011 and 2013. It just doesn’t work as it used to. It’s really frustrating.
Being able to radically recreate the topology of my Ztools with my old workflow was a powerful asset. Now if I have to create new topology that I can’t do in ZBrush, I have to create a whole new mesh and project the details from the original tool on to it. This is a much slower process and always some high rez detail is lost.
Anyone know if there’s a fix to this to get Goz to Maya working as it used to?
Thanks, T