ZBrushCentral

reprojecting high detail on new low poly...

Hi ALL,

I have a question. I read around the net how people create a high poly model with all the details out of Zspheres, retopologize it and than reproject the hihg details onto the new mesh.
I would like to know the workflow for this.

My workflow untill now was…
step 1. create a semi high poly mesh (basic form) in Zbrush (lets say around 500k polays)
step 2. export to Maya where i retopologize it and lay down the UVs (lets say the mesh now has around 5k polys). for the sake of the argument… LOL
step 3. import the new mesh (low poly with UVs) intro Zbrush and sculpt again untill those 500k and than further detail it.

As you can see I lose time with the step 3, when I have to go from those 5k again to 500k and than further.
I know you can retopologize in Zbrush, but still I’d have to export the low poly out to UV it.

So, my question is HOW do you reimport the UV low poly mesh into Zbrush and reproject the high poly details you created earlier?

thank you all for your help…

cheers

Append your new model to the original. Subdivide it to have sufficient polygons. Then use Tool>SubTool>Project All to copy the details from the original. You can then use the other sculpting features such as the ZProject brush to clean up any problem areas in the projection.

also i used z project brush but it doesnt help with the artifacts. =/

pictures say a thousand words…

Anyway, sometimes a projection just wont work, and sometimes the Zproject brush just doesn’t work. In those cases you get to re-sculpt the little areas where you just can’t get it to work. Takes a little bit of time sometimes…but still a lot less than starting over.

oh thanks goast. i just started a new thread about the problem with pics.