ZBrushCentral

sculpt non-destructively with morph target and multiple layers?

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.

If your model outline (shape) doesn’t change then just subdivide to 7 and then start working with morph target and layers. You can still work on lower layers.

If you want to create layers and/or morph target with what you currently have but need to subdivide you can duplicate the tool and look into the Project All feature.

Thank you for the input. If sculpting details at level 6 or 7 across all subtools, I am facing an issue of polycount limitation. As there are over a hundred of subtools for the character, I have tried to subdivide only key subtools (the ones I definitely want to add scratches/dents/etc.) to level 6. Sooner or later I hit 50+ million of Total Points Count, and the viewport lose its interactivity. This is without sculpting layers per subtool. Any suggestions on this?

Maybe I can store a morph target at level 6 for going back to a subtool’s original shape and create a mask for layer 7 to keep some details selectively? I am looking for an option to going back a subtool’s original form non-destructively and selectively. If it is doable across multiple sculpt layers, that’s awesome.

Overall, I just want to add interesting beat-up details to the hard-surface character whose overall design/shape is decided and UV already laid-out. The sculpted details will be exported as displacement/normal map for rendering.

cheers,
Jason