ZBrushCentral

Problem with cut out polygons

Hi, I’ve just pretty much finished modelling up a character, taken it in to Maya, and I needed to cut a hole in the mouth that I modeled to be able to have the character open and close his mouth (whereas it was firstly sculpted with a closed mouth in ZBrush.

In Maya, I’ve added a couple of edge-loops of polygons around the inside of the mouth to look like the back of the lips go in to the mouth:

When taken back in to Zbrush via go-z, these polys of course have no detail applied to them through the Divisions… and they are not applied to the UV map that I created using UV-Master (therefore my displacement and texture maps do not work on these).
When I go up to the highest subdivision in ZBrush I get this weird distortion:

Then when I go back to the 1st subdivision after going up through the subdivisions it’s changed to look like this:

Is there a way I can sort this out?

Thanks for any help :).

Attachments

NewPolys.JPG

mess up.JPG

mess up 2.JPG

The reason the displacement maps and such do not work is because you are adding polygons that were not there originally. I would adjust the UVs in Maya before sending it back over so that the maps you created would still work.

The issue at the higher level is because the new polygons are so close and the projection is set too high for this part of the mouth. If the rest of the sculpt is coming back fine I would leave the Dist slider in the Project All the same and just smooth out the issue since you have not sculpted on this part yet anyway.

If you are trying to get a perfect projection all around you would have to undo the projection then change the Dist slider to be lower, go back into Maya and then GoZ again.