Hi folks,
I am new to zbrush and trying to figure out an efficient non-destructive workflow to add details to a hard-surface character that is already poly-modeled in Maya with designed shape. I just want to add some scratches, bent edges, and some details in Zbrush (no major form change or re-design).
I subdivide a subtool to level 6 and store a morph target (the hard surface character contains more than a hundred subtools if all appended in). I then create a layer (call it layer A) to sculpt some details. So now as my understanding the morph target and layer A is linked to subdivide level 6 and I can try out sculpting details and morph back to the original designed shape. I really enjoy this part as long as all following layers are created at level 6.
The problem comes when I further subdivide. When I subdivide the subtool further to level 7 and sculpt more details with a newly-created layer B, I then lose the freedom to morph back to the original designed shape that is stored as level 6 morph target. I know I can completely delete the layer B (level 7), but what if I already spent hours on layer B and want to keep some scratches/scars done in layer B?
Is there a way to work non-destructively in this situation where you have sculpted details across layers of different subdivide level and the morph target is stored at a lower subdivide level?
Thanks! I will really appreciate to hear any insight or comments.