ZBrushCentral

Retopologize coordinate issues - GAME CHARACTER

Hi,

I’m attempting to try a new workflow on a character I’m working on - using Maya 8.5 / ZBrush 3.1 and XNormal.

I have a sculpted model that i’ve retopologized using ZB for most of the subtools and am now ready to uv and normal map and texture - HOWEVER …

When you take a subtool / attach it to zsphere to build a new low poly retologized mesh and export it to maya the coordinates are different to the normal subtools - which maskes baking normal maps a pain in the a@:# when i want to retrieve the high poly and put them straight over eachother to make normals …

I would have like to have just used zmapper but 500 000 poly limit is no good …

anyone have any ideas on how to reduce this problem ? - otherwise may have to look into other workflow with different tools i guess …

ANY help comments would all be great !!