ZBrushCentral

Mesh problem after import

Was wondering if anyone can help me I retopo’d my zbrush sculpt, took it into 3ds and unwrapped it making sure to keep the same tri, poly, vertex amounts.
As I understand it i can just open the high poly in zbrush reduce it to the 1st subdiv level and the go to import to bring over the UVs however when i go bk to the high poly its really screwed up

I included screenshots of the sculpt before import then after

zbrushprob1.jpg

zbrushprob2.jpg

Attachments

zbrushprob1.jpg

zbrushprob2.jpg

If I understand what you’re trying to do, you don’t understand things right.

It sounds like after your retopology you’re then going back to the original model and creating lower subdivision levels?

What you should do is finish your retopology, set the desired number of subdivision levels using Tool>Adaptive Skin>Density, then press the Make Adaptive Skin button. This creates a new model with all the subdivision levels.

Now you can go to level 1 and export that. Do your UV mapping, then import the new version back into level 1 of the retopo’d mesh.

Once you’ve finished the retopology, you won’t use the original source model at all anymore.

No i did finish the retopo and set the number of subdivs to 6, took the new mesh at the lowest sub div into 3ds uv mapped it then brought it back in and got a big mess. When i said high poly in the previous post i ment the new retopo’d high poly mesh that the lvl 1 mesh was exported from