Hami - I changed my base topology, that DID change my vertex ordering, but I used that mesh that had a blendshape still tied to it as a wrap deformer on my ZBrush model. This kept the ZBrush vert order the same for what it need and I was able to wrap deform that model with the correct vert order form ZBrush into the final detail version via the blendshape.
Hami - That is exactly what I am saying. So if I have a base model in Maya and export that to ZBrush, smooth the model 3 times in both apps and then paint away in Zbrush at the highest level of detail then import that back into Maya as a blend shape it wont work.
I have had to take my base Maya model and poly smooth it in Maya 3 times, export that to ZBrush and then paint in all the detail and then export that back into Maya as my blend shape.
If I want to use an in between sub D level between the 2 apps I think I will be in trouble. Again, I’m not sure if I’m missing something somewhere or not?
or not?