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Retopology

Hi,

the tool that I’m modeling (the final creation will be a statue, a human body with a rhino head), in the 2 photos you can see the torso, the first and the last (the 6th) subdivision level, I’m showing the torso only for keep things easier. I already did polypainting, extract all the maps that I need, diffuse, normal, etc.
The final output will be done in Cinema 4d or 3ds Max so I must export a high and low resolution tool version to bake the maps: I export a high resolution version trough decimation master then I must redrow the topology for my low resolution version.
Cuase it is my first time I’m a little confuse, what about redrowing the topology for my low resolution version? A topology that can be managed in a 3th party software, can support normal and the other maps, etc.
In the first photo my tool 1st subdivision level, can I use this as my final base low resolution version or not?
My 1st subdiv level in the first photo can stand the normal map, it can display normal map in the correct way or not , it has not enough resolutiuon? If not could you be so kind , generally speaking, explain to me why my 1st subdiv level it is not apropriate for the job and how the mesh must be done, how much definition I need, etc? Hoping I did make you understand, generally speaking I know how a human mesh must be drawn, what I dont understand is, in this particular case, how much definition I need in order to have my final low version that can stand the maps, etc? Colud you please explain generally, make an example trough a photo?
Thanks a lot!

Attachments

1.jpg

2.jpg

I´m not sure what are your needs but in general the Color maps you create in your highest subdiv will work on every lower subdivision. So you can use your very low res mesh in subdiv1 or you can use subdiv 3 if want Still renders with more definition in the shape.
About Normal and displacement maps. They are created from lower dubdivisions level to keep the high subdivisions details. So the straight workflow it´s justs go to your desired subdivision level (The mesh resolution you will use in external app) and create Normal Maps and Displacement
About UVs. It´s allways better to have low polys to handle UV´s in external app. Zbrush can handle quite large amount of polygons and create nice UV layouts. But will not be usefull in other app. I suggest you yo keep the lowest subdivision as you have. Create the UV´s. Then it´s your choice if want to export the object in subdiv 1, 2 or any other. As i said Color maps will work perfectly the same, Normal and Displacement maps works better if you create in the subdivision you will finally use in external app.

Hope all this make sense

Cheers

Thanks a lot, your help is really apreciated!
You answered my question fully, thanks again!
So my first subdvision level that you can see in photo 1 can be used as base, as low resolution mesh to be exported in Cinema 4d for exp, for final output, carry the maps, normal etc, and go trough render or I can use an higher subdiv level as you suggested, use the 1st subdiv to do UV in a 3th party software, once that I have porper UV, save the obj as the 2nd or 3th subdive as base low res mesh.

One more question about GoZ then I’m good:
Does GoZ support groups? In Cinema 4D to a single piece geometry I assigne 2 polygon selections trough the select tag (I can do the same in 3ds Max trough Material ID Channel “Multi sub object materials”), send it to Zbrush by GoZ expecting to find my mesh divided in 2 polygroups. On the contrary I end up with my mesh made by an unique, a single polygroup. If I do the same save the file as obj, once open in Zbrush I have my 2 polygroup regions. On the contrary trogh GoZ it dosent work. Does GoZ support groups, material regions or not? I’m doing something wrong or groups are not supported? In “preferences>import” the 2 commands: “import polygroups” and “import mat as groups” are enabled, orange color. I try to turn them on and off , in every case GoZ dont work, it dosent import poly regions assigned in a 3th party software. On the contrary the same work done trough an obj works fine.
Thanks alot for your help!

I´m not sure about polygroups and cinema4D. I use maya and it does not support polygroups. I solved with a copy of my Tool polygrouped and then i use UVMaster to create quickly Island per polygroup. This UVs can be copy and paste again in the object after Importing with GoZ. Polygroups with UVs is how you can recover your polygrouping in Zbrush.

Thanks,
perfect suggestion! So probably GoZ do not support polygroups cause, I tried with Cinema and 3ds max, in both cases I could not manage to bring polygroups in Zbrush trough polygon selection tag in Cinema or Mat ID Channel in Max and you are confirming that in Maya too, GoZ it do not bring polygroups. The work around is trough an obj or as you suggested trough UVMaster , polygroups with UV.
Thanks a lot!