ZBrushCentral

Keep lowest SubD Level topology unchanged?

I looked around all over and couldn’t find an answer for this so forgive me if it’s been answered already

I have a mesh with 6 SubD Levels

I want the first SubD level to remain unchanged topologically, currently when i create any detail on the highest SubD level the lowest SubD is affected to match the rough volume of the highest and i don’t want that

I basically use ZBrush to create details which i convert to normal maps and bake into the lowest SubD model for use in a video game engine and i’d like to keep the lowest SubD mesh unchanged if possible without having to duplicate the mesh into a separate SubTool - If anyone knows how to do this if it is possible please let me know, thanks!

in lieu of someone coming along and giving you an actual answer, i would look into sculpting using layers.

i don’t know enough about using them to speak on it, but i suspect what you want to do is one of the very reasons for layers.

There are two ways to do it - both (in my opinion) work arounds for a problem ZBrush has.

Firstly, save your base mesh before you start subdividing. Then when you are happy that you are finished. import it onto your mash, transferring the scultping. Not certain this works, but it gets over a problem with the second method.

BEfore you start subdividing, save a Morph Target. Then when you are finished, go back to the lowest level, ans switch to that morph target. Then you use that to create your maps (displacement, normal, texture etc). Problem with this is sometimes it’s useful, to use morphs as part of teh sculpting process - see previous point.

I would much rather that ZBRush would just not mess with my base mesh :slight_smile:

Doesn’t it have to change your basemesh though, as a requirement for being able to change the volume through sculpting?

Thanks for the reply but i have tried that it still changes the base mesh though :frowning:

Right now what i do is save my base mesh as it’s own subtool with just a single subD level and it’s already unwrapped with the same UVs as the highest SubD mesh

This method works but it’s not as optimized of a method as i would like