ZBrushCentral

Low poly detailing - possible?

The typical workflow is to create HP detailed mesh, retopo it and bake normals. But what if we have low poly base mesh and we want to sculpt details on it? Let’s say i have a human LP base mesh from MakeHuman. Dividing it destroys it’s shape and overall silhouette + melts the face :slight_smile: Unchecking the “SMT” option solves it - but then it leaves all these hard edges (in places where the LP wireframe was before) as a HP detail.
I know that there is an option to detail LP meshes by per-pixel-painting normals (directly on unwrapped LP mesh), but sculpting in Zbrush is more flexible, especially with things like cracks on edges, etc.
I will be grateful for some advices :slight_smile:

I’m not sure what’s going on there, but I have no problem with dividing MH meshes in Zbrush – with Smooth turned on…
No “face melting” happens and details are retained.

MH import:

mh-lo.jpg

Divided (Smt and Suv checked)
SDiv 5 - 3.589M polys:

mh-hi.jpg

Thanks for the info, the problem was that i’ve used low poly topology (Geometries -> Topologies) when exporting from MH, so my model had less polys than yours - and that caused loss of silhouette and face deforming :slight_smile: (not enough supporting edges i guess) Now i’ll just export with “None” topology for sculpting purposes. Solved :wink: