ZBrushCentral

how can I sculpt a low poly mesh without changing the lowest subs mesh?

hi everybody,

this might be a stupid question, but couldn’t find the answer, so I’ve to ask it :slight_smile:

here’s the problem:

I imported a low poly part of a robot from modo, then I subdivide it several times to add little details like bolts etc.
then I go down to the lowest level and create a normal map for export.

MY PROBLEM IS, that the imported mesh is slightly deformed by this process and it is replaced in modo by using GoZ.

Is there a way to keep the lowest subd level unchanged???

thanks for helping!!!

most people will just store a morph target before subdividing the mesh.

you can go to your lowest subD level.
(with your mesh in edit) import your original mesh (this will replace the lowest subD with the original)
tool.morphtarget.storeMT

you can now create your normals, etc.
if you ever step up and down again your mesh will change, just use your stored MT to go back to square one for baking.