Is there a possibility or workflow how i could change my basemesh to which i switch before i go to zmapper and calculate the normal map to this objects without loosing the sculpting information of my subdivision 6 level?
Is your level 1 geometry changing? (Different point count/order?)
If so, then you would need to use ZMapper’s projection feature to create a normal map for the new model using the info from the original. This is explained in the ZMapper section at www.pixologic.com/docs
If your geometry hasn’t changed, then you simply go to level 1, store a morph target, and then import the new version of the model. Switch back to the stored morph target before going back up in levels.
How could i get rid of these jagged edges? Zmapper settings for Subdivison and Samples are at the highest levels.

