ZBrushCentral

How to keep subdiv level 1 the same for normal maps?

I need to create a normal map for subdiv level 1. The problem is that when I make changes on the highest subdiv level, level 1 gets distorted. Is there a way for me to keep level 1 the same while making changes on the highest level so that I can use level 1 to make a normal map?

I tried using morph targets, but this has the opposite effect in which it keeps level 1 the same, but distorts the highest level.

Have you tried duplicating your mesh, delete all subdivs except 1 in one copy, work in the highest subdiv in the other one and then eventually project detail back in steps?

Distorting lower subdivisions is expected as you are doing modifications in the higher topology that is going to modify the lower one. This doesn’t stop you of doing valid normal maps inside Zbrush, unless you want to keep the original exact shape because some reason. In that case you could use an external program as xnormal or substance painter that could do it as they can create normals with meshes that has not the same exact topology, knowing that if the shape is too different to the high res version could create problems.

I get what you’re saying Altea, but there should be a simple way of creating a normal map seeing as how the only change I made was to mask the top of my geometry (it’s basically a long wall with not much going on) and move it down a bit to create some depth.

Erik I wasn’t sure what you meant initially, but I found this video which seems to explain projection:
https://www.youtube.com/watch?v=_TvNhU8_cJM
So many steps! Anyways I will try it, thanks.

Oops. My apologies. I make the mistake I often accuse others of making: playing skipping stones.
Yes, it is the same method that is used to remesh. And it is more difficult to describe than to do.

1/ Tools palette > Subtools > Duplicate
2/ Choose one, rename target, set to lowest subdiv and delete higher
3/ Activate the other one and name it source, and sculpt your details on the highest subdiv
4/ Project your details back from source to the target.

Projection transfers details from source to taget. It works as follows:

1/ The topology of source and target may be completely different but to get best results their shapes must be rather similar.
2/ Hide all subtools except these two.
3/ Add a subdiv to the target
4/ Set the subdiv of the source to that same level (not the basemesh)
5/ Select the target
6/ Tools palette > Subtools > Project > Project All
7/ Repeat steps 3 to 6 untill source and taget have the same number of subdivisions.

I cannot guarantee this will solve your problem - it might, or it might not - but it is a very useful technique.
It is for example also possible to export a duplicate of a Dynamesh sculpt to, say, Blender, or Maya… , change the topology as desired (respecting the shape as good as possible) and then use this mesh again as target unto which you can project back the details of your DynaMesh source. When ready, you can then add yet other subdivision levels to add your final details like wrinkles etc etc.

All you need to do is:

  1. When you’ve finished sculpting, go to the lowest subdivision level.
  2. Store a Morph Target.
  3. Import your original base mesh.
  4. Generate the normal map (and displacement map if you want it).
  5. Switch the morph target before going back up the subdivision levels.

I managed to fix my problem by simplifying the base mesh so that when I made changes on a higher level they didn’t show on the lowest as there wasn’t much detail, but should this problem arise again I will try your methods. Thank you for posting them.