ZBrushCentral

HD Geometry to retopology to normal map workflow.

Hi, I’ve been working on a sculpt of The Thing from the Fantastic Four. I used zspheres for the shame and then moved along to finer details. I added all the little rocks and cracks by hand using HD Geometry. So far, it’s been going well, until that point. My goal is to do a retopology of the model for future texturing/portfolio showcase, I’ve been wanting to to it using TopoGun (I know that Zbrush tools are powerful for retopo, but I’m limited on time, and I’m more comfortable with TopoGun’s tools).

This brings me to my question: after the retopology… what do I do? I’ve created Normal maps from a lower res mesh (subdiv 1) to a higher one (subdiv 7-8) before, but not using two different meshes. I have the feeling that it might be easier that I think, but hey, you don’t learn if you don’t ask questions x)

Thanks!

The way I did it before was importing the low poly (from Topogun) and the high poly (from Zbrush, the mesh like it was before topogun) to 3DS Max and create a Normal from there.

But now I’m using Geometry HD… is there a way to bake it?

I’m a bit confused.

Any ideas?

While I’m at it, is there any way to move around vertices following the mesh with Zbrush retopo? I tried with the Move tool, but it does not follow the mesh shape at all. This is the only thing (with the backfacing issue) that is stopping me from doing the retopo in Zbrush :l