Hi all,
First post to this forum, great to be here. First a big thumbs up
to all the good stuff I have seen here and to ZBrush which I think is a pretty amazing app. I’ll not waste too much of your time as this post will be lengthy enough so I’ll save the rest of the praise for upcoming posts :).
On to my problem and the reason I am writing. Quick rundown: I am making characters for a game engine. Model and UVs in Maya, pop it into ZBrush, sculpt, generate normal maps. Easy as pie. But I have some problems with the results of the normal map.
The way sculpting changes the underlying lowpoly mesh is a bit of a problem for me. I have modelled the body carefully in Maya and would rather keep the same mesh if I can. But my from-out-of-ZBrush normal map fits the edited mesh in ZBrush, not my original mesh. When I did the head for the character I re-exported the deformed mesh from ZBrush again and that was fine because the deformation was smaller and the denser topology of the head could handle the way it had been pushed around. In sculpting the body the deformation is too great on the lower res object. Ideally I want to keep the same original mesh or with very small changes.
One way to counter this is to re-import the original mesh after sculpting, but because this affects the overlaying levels, it alters the high-res into something I dont want.
The other way is to avoid sculpting techniques that cause too much deformation at lo res. Pinching and nudging shifts the surface “sideways” (as opposed to “outwards” or in the direction of the normal or whatever you want to call it). This leaves the low poly mesh in a bit of a mess. But excluding those tricks leaves the sculpting bit quite crippled.
I hope I managed to explain the problem. Any help on this would be greatly appreciated. By now I have tried so much sculpting gymnastics and map generation settings I am about to go bonkers on this one.



