Please bear with me
I thank them members who participated in this thread:
http://www.zbrushcentral.com/zbc/showthread.php?t=38468
but still I’m unsure, did several tests and tried many entries.
OK ,HERE: my model ( in Maya) is large in shape ( a wings spread dragon) and the low cage is way dense ( 25k polygons) and formed of one piece of geometry .
I need to be able to sculpt and fine detail different parts of it ( head…wings…tail…) in ZB, to that end I got to crank up the subdivision levels high enough to every part, also got to assign a UV map for each part, meaning that I extracted the parts in maya and UVed them and imorted them in ZB as subtools…sculpted and did subtool merging and all.
Is this a right workflow in my case? and how do I creat a Disp map for the pats and apply them on the original whole mesh?
sorry for the long speech !! and thanx for the assistance
When you create your model, UV it with the multiple regions. Then import it into ZBrush.
The easiest approach at that point is to use Tool>Polygroups>UV Groups to break the model into SubTools based on its UV’s. Then use Tool>SubTool>GrpSplit to separate those into individual SubTools. If there are still parts of the model that will end up being too dense, break them into more SubTools.
For each SubTool, press Tool>Morph Target>StoreMT before you divide. You might also want to press Tool>Geometry>Crease. Now divide and detail. When you’re done, go to level 1 and press Tool>Morph Target>Switch to restore the base version of the mesh. Finally, use Multi Displacement 3 to create your 32-bit maps.
You’re The Man !!