ZBrushCentral

Rebuilding Inbetween Subdivisions with High Res and Low Res OBJ

Basically, I had to go back into maya and rescale my scene because it was too small for lighting reasons but I had already started sculpting some of the individual models. I exported the high poly and low poly separately from zbrush and scaled them with the rest of the scene in maya. I then re-exported the objects with the new scale. Now I have a low poly mesh and a high poly mesh that are no longer linked within zbrush. Is there anyone to link them back together? Meaning… I’d regain my 6 or so subdivisions in between and it would function like your ordinary ZBrush mesh… with multiple subdivisions. Any ideas?!

Also… If there’s a better way of scaling my model within ZBrush with an exact value that would be helpful. I didn’t realize I wasn’t modeling to scale and I ended up having to scale my stuff up X 766 in maya

You should only have to load the highpoly mesh, and use Tool: Geometry: Reconstruct Subdiv as many times as it will let you. As long as the highpoly’s current geometry was created through subdivision, it can be reconstructed.

Alternatively, you might also be able to get away with loading the old ztool sculpt, then just importing the re-scaled lowest subdivision level . I think GoZ should detect the vertex order as being the same mesh, and would automatically update the sculpt to the new Scale/Rotations/Translation

When I try ‘Reconstruct Subdiv’ it just creates a very messy mesh and doesn’t step down nearly far enough. Unfortunately the topology and vertex order is different for the low poly mesh because I retopologized it in topogun. I was able to successfully replace the original low poly mesh with my new one before I got into this whole rescaling business so I’m guessing it should work…

Did you edit the topology of the highpoly mesh? The results should be as clean as the original