First off. Start in your 3d app of choice (Maya). I posted somewhere else…
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To everyone else -
Unless you’re using Zspheres, always start in another package. That doesn’t mean that you have to build a box, export, import, blah blah blah. It just means…well, I have a cube, a sphere, a cylinder that I built in XSI. I imported the box, saved a new .ztl, called it “polycubeXSI”…rinse repeat for each type of object. Now when I want to start sculpting, i grab a box from XSI, or a sphere.
Anyway. All this does is set the scale of the object you’re working on. So when you’re importing and exporting like crazy, you know that if it is right in XSI (fill in with whatever package you want) then it will be right in Zbrush. The world coordinates won’t change, the scale won’t change…basically, you’re giving Zbrush (from the get-go) a standard SRT to work with.
So I hope that helps everyone else.
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While this doesn’t need to be done. It helps with the floating SRT that Zbrush uses.
Anyway. here is what you can do.
export out lowest subD (or whichever one you need) of whatever it is that you want to add (you’ve done it already)
add the stuff you want to add in the place it needs to be.
export out all of the stuff. AND a new version of the mesh that it should go on.
import all of the new pieces into Zbrush.
append them as subtools to the original mesh (they should all be off center a bit or whatever else the problem is.)
NOW - store a morph target on the original mesh at the lowest subD (or whichever one you exported out). Import that new mesh and the SRT problems that are happening with the subtools should also translate onto the “main” mesh.
Delete the Morph Target, and go about your day.
Hope that helps.