ZBrushCentral

Retopology with mouth cavity?

Hi all,

I’m working on a model that i sculpted in zbrush…yet i sculpted it with the mouth closed. Here is my pipeline and i need help as to how to get a mouth cavity in there.

Sculpted in zbrush from a box mesh -> retopologize -> uv in maya -> uv’d model back to zbrush to get the detail from my box mesh.

I’m thinking when i get to maya i can make a mouth cavity…but then i realized that it would totally screw up my displacement…and the points would be off.

Any help as to how to get a mouth cavity in the model and keep the zbrush detail?

I ended up inserting several additional edge loops into the lips and using the nudge and move brushes to pull the extra geo into a mouth cavity. Hid the back of the head so I could refine the shape internally, added more edge loops where needed, etc. All in ZBrush… so you don’t have to worry about potentially losing detail or having to reproject…
A nice little trick I learned from ZbrushCentral’s very own Kerwin. :+1: