ZBrushCentral

Transfering model details from one mesh to another?

I’m just wondering, is there anyway say if you have a model sculpted in zb and u want to transfer all the details on that model to another basemesh that u build with better topology using other package such as maya? if so how well does it work? and would you be able to create different sub-d lvls?

any help would be appreciated.

Thanks

:smiley:

Can anyone help me with this? I really need to figure this one out asap.

Thanks very much

The most direct way would be to append your new basemesh to your detailed Tool. Then select the new base mesh subtool and subdivide it before pressing Tool > Subtool > ProjectAll.

In order for this to work your new base mesh and the detailed subtool(s) must be of the same approximate size and position. You will most likely not get a perfect transfer and some cleanup may therefore be required.

Another possibility is to use the ZProject brush as described >> here <<.

Thanks again TVeyes for the help. :+1: :+1: :+1:

one thing I was wondering though, is there anyway to construct different lvl of subd on the model while I use the techniques that you mentioned? or I have subdivided my mesh dense enough first to be able to transfer all the details over? I will most likely go with the first methond as I already have a new base mesh blocked out using the exported obj from zb so they are pretty similar in terms of size and position.

Thanks!!

Both techniques require a new base mesh that has enough polygons to receive the projected details. This will normally mean that you subdivide your new base mesh. So yes, as long as you subdivide with no hidden geometry or masking applied you will receive subdivision levels and more polygons to adapt to the projected details. The projected details are always transferred to the subdivision level you are currently at.

Not sure I answered your question. :frowning:

Hi I am a new user and having a problem with this. When I import my new base mesh from maya that was retopologized and had some hands and feet added, it comes in at a different size from the detailed sculpt (that started as Zspheres). Obviously, when I divide the base mesh and hit project all I get all kinds of errors because the appended subtool (the new base mesh) is like 15% of the size of the detailed sculpt. I’ve been searching around and can’t seem to find the answer to fixing the size issue. Any ideas?

On the Deformations Tab of the Tools Menu use “Unify” on each. That should get you close. The use the “size” deformation (make sure XYZ are all active) to manually match until you have the best fit by eye. Project-All (subtools tab) should then do a pretty good job of transferring details to the new mesh.

-K

Thanks Kerwin! I had to adjust the offset for y and z as well as the xyz scale but I got it to line up pretty darn close. I guess this is a PC issue? I’ve been told this NEVER happens on the MAC version…(the export settings being consistently set to 1 in both versions and what-not)

I’ve had scale issues on both versions 3.10PC and 3.12Mac. I haven’t tried 3.12b yet to see if it is different.

It seems to be driven by subtool ordering, as well as aspects of the .obj format, but I’m not sure why.

-K