Hi All. I’m using Zbrush 4R4 with OS XP-Pro, 8 gigs RAM and Maya 2011.
Until the new 4R4 my workflow would start in ZBrush: Zsphere work, then in to a dynamesh and when I was sure of the overall form, I’d create a new mesh using a Zsphere and the old topology tools. Then I’d divide it up to project the Dynamesh details and continue sculpting.
At this point I’d use Goz to send the mesh in to Maya 2011 to redraw edge loops as needed to keep good topology on the mesh. When I’d Goz the mesh back into ZBrush it would always successfully reproject the details on to the mesh despite the modified topology. If I modified it a great deal I’d get spiking, but the process would always work and was especially useful when I would crack up a mesh into separate polys and use Maya to close holes cleanly.
It was also an excellent process for adding and fixing topolgy when I’d pose my mesh.
This hasn’t been possible with 4R4. Every time I try to return the mesh from Maya 2011, it is imported as an entirely new tool which I now must make a polymesh3D, append to original tool and manually project details, creating new subdiv levels until I finally reach whatever the level was with the actual, original subtool. This is a huge slow down to my workflow and also, the manual detail projection is never as accurate, as there is always some softening of the details no matter what the settings.
Doing some research before I posted this, I see others are having Goz to Maya 2013 problems with 4R4.
Anybody know a fix for this?