Hi!
I´m trying to achieve the following process and would love to know if zbrush is capable of doing this:
-
I have a character build out of several mesh-parts. Some of the extras intersect the main mesh. Each Mesh has a good topology+UV and is well textured with diffuse, normal maps etc.
-
Now I need this multi mesh character fused into a single mesh with no “inner parts” just one single closed shell mesh.
-
While fusing I want to keep as much of the old topology as possible, as it is a well made topology. Perfect would be if only the new connection meshes that are necessary to build the new shell mesh are fused into the existing ones.
-
I want to bake the different UVs into one and keep all textures incl. normal maps etc. in there original place fitting to the new fused shell mesh.
Now my questions:
-
Is this process achievable in zbrush? If yes then are there any tutorials on that or what are the main steps/functions to use?
-
If not all of this is possible, which of the steps are possible? And for the non achievable parts: Do you know any workarounds that help coming close to completing the process but maybe with some extra work in another program?
Thanks!
Sascha