ZBrushCentral

Morph targets workaround

Hi all,

I’m moving again towards Zbrush since I’m developing a project and I need detail that only Zbrush could give me :wink:

Here is the situation:
I have multiple morph targets of a face that I created within Softimage and exported as OBJ. I read that you can create morph targets directly inside Zbrush, but what I would like to do is to import my morph targets, in order to have:
One base face mesh with “standard” details and export it as a normal map ( done already )
Be able to set the other OBJ from Softimage ( so the morph targets created in Softimage ) as Morph targets in Zbrush, so ( if I’m not wrong ) I can transfer the details from the base mesh to the other meshes, and be able to add more details on all of them ( wrinkles and so on )

So, is there a way to apply my base “standard” detailed base mesh sculpt to all the other OBJ that I imported and that I would like to use as morph targets?

If I can’t set the morph targets created in Softimage inside Zbrush, can I just transfer the details from a mesh to another, considering that the mesh has the same topology, but is slightly modified ( mouth open, brows up and so on )

Cheers

Nicolas

You can append the morph target version of the model to your main model as a SubTool. Create a layer for the main model. Then use projection to copy the detail from the morph target to the layer. Delete the morph target SubTool and you’re good to go.

Thanks for the answer and sorry for the wrong section

By doing this I suppose that I can transfer all the details, but I suppose that if the topology is the same but the shape is different ( mouth open for example ) I wont be able to transfer the details properly, right? means that if a poligon is not in the same position as the “base mesh” I’ll be able to transfer all the details except for the area where the mouth is open, so in that area I don’t have any detail to project…
Yesterday I was trying to use the “Import” function under the tools menu ( not the import at the top, but the one at the bottom ) and I saw that I can select the two different meshes, but not even using layers I’m not able to swap the details

So project I think that could be the answer

Another question:

Once I generate the normal map for my base mesh I can clearly see that is under the Texture menu.
So it is possible to apply that normal map to my new OBJ imported mesh, and then add some other detail, and bake the normal map again, so I would have the base normal map + my new details in a new normal map?

Thanks