Hi there!
I am quite new to Zbrush and although I have a basic understanding of the modeling tools and can produce some decent sculpts, I am very confused when it comes to preparing my model for texturing, normal mapping and export. Perhaps some of you could answer some of my questions or point me to a relevant tutorial or something.
What I’m trying to do:
I have a sculpt that I made from a base mesh I made in Maya. The base mesh was never UV’d, I never had the intention of using it for anything else than the base of my sculpt. Now I know a common workflow(for games at least) is to make your low poly, UV it and then everything you do in Zbrush uses those UV’s and you dont have to worry about it. But I did not want to limit my sculpt to a predefined mesh. I wanted to freely sculpt it and then build a low poly based on the sculpt. The sculpt is now complete and is composed of many subtools. I notice the mesh flow of some of these subtools are really aweful( not sure if this will affect the normal map)and i don’t know how to fix it.
So my question is: What are my options for making a low poly and transfering the detail of my sculpt onto it?
I was thinking of making it in Maya but my Zbrush sculpt would be way too high to bring in as reference I think. I guess I could export every subtool individually but even then I think I’d run into problems. Plus once it’s made and UV’d I don’t even know how Zbrush would apply detail from one sculpt to a new low poly sculpt. Perhaps there’s some tools for what I’m trying to do and I’m panicking for no reason. Ideally I would like to combine all the subtools so I’m only dealing with one mesh but honestly my subtools are so high poly and unevenly distributed that I can’t imagine how Zbrush is gonna combine them.
Any help or suggestions would be appreciated,
thanks.

