ZBrushCentral

Retopologising & Reimporting

Hi there, I’ve had this question on my mind for a while and have wanted to get some advice. I think its best if I explain my current game workflow from Maya to Zbrush so that it can be better understood:-

  1. Create a base mesh in Maya.
  2. Bring into Zbrush, divide a few times and sculpt.
  3. When complete, export the high level from Zbrush and import to Maya to create a low res, UV’d retopologised mesh.
  4. Take the low res mesh and reimport back into Zbrush, to replace the current ‘level 1’ of the sculpt, to allow for baking the high res onto the low res.

The problem is, when I import the retopologised mesh back into Zbrush to replace the original ‘level 1’ mesh, the details that I’d sculpted begin to tear or break up, and I was wondering if its possible for me to do this in a more clean way? Ideally I would just like to be able to create a sculpt, retopologise and bring back into Zbrush without anything being messed up so I can pose the model how I want. Any advice would be great, thanks a lot :slight_smile:

what do you mean by “tear or break up”?