ZBrushCentral

morpher - level 2

I have a model in max that I exported into zbrush.
I want to smooth once in zbrush, apply modifications,
then bring it back into max at level 2 subdivision.
add a morpher in max, and morph in the level 2.
Is this possible? RIght now It doesn’t see both meshes as topologically
equal.

Thanks in advance

For example -

Make a box in max
export as obj
import into zbrush

add a meshsmooth in max
export to obj

divide once in zbrush
import meshsmoothed obj

done.

This process does not work for me, is there some settings I need to change to make this work, please ?

Thanks again

Can’t be done in Max’s morpher. Each morph target has to have the exact vert count and in the exact same vert order for morpher to work. Only way to get what you want is to export out your sculpted version with 2 levels for detail and the original version but with 2 levels of details as well form Zbrush. That way both original and target have the same vert count and order in max. You could also generate a displacement map that gets driven by the morph and use your sculpted model at level 1.
Zbrush is great for making morph targets though, last project I worked on had me make 2 complete sets of sardonic morph targets for 2 seperate characters in a day. Thing is, you cannot change the amount of vertices if you want morpher to work, hell even if you don’t export form Max, sometimes morpher won’t recognise your target model.
Hope that helped.

Thanks for the reply joel.

Doesn’t sound too possible then for this,
The idea is that I have a model, which is fully skinned. That’s then exported to zbrush and sculpted to level 3. I’d then have liked to import level 3, add a turbosmooth modifier at level 2 - morpher under the skin modifier and load in the sculpted version.
That way I can rig and animate with the low poly , and deform a higher poly smoothed version above it.

Any way to get this workflow working you think of?

Cheers

Joe

Well, all I can think of is keep your skinned low resolution model and use the skinwrap modifier in max. Drive a higher resolution version that has a morpher modifier on it with your Zbrush sculpted target.