Hello.
I’ve been working with Zbrush for some time now, but recently i realized something. There is a significant problem in my workflow.
Let’s take a simple example.
I create a low poly model in 3ds max (1st mesh in attached image), i then import (and store a morph target of the low poly mesh), subdivide and sculpt the mesh (2nd mesh in image), go to lowest subdivision mesh (3rd mesh in image), switch to the morph target (or import the mesh which was initially used), create dissplacement and normal maps.
Here’s the problem. When i switch the morph target (at the base level), so that it is the same as the model i will be using in 3ds max, the higher level sculpting will be affected (4th mesh in image).
You can easily see how the 4th mesh is deformed in relation to the mesh i sculpted (2nd mesh).
So my question is: is there a way to create dissplacement and normal maps while maintaining the lowest mesh as it is in mesh 1, and the highest mesh as it is in mesh 2?
The WHOLE POINT of creating a dissplacement map is to make my low poly mesh (1st mesh) in max look as close as it can to my sculpted mesh (2nd mesh in image).
One would say that i should simlpy create the diss and normal maps from the lowest level without swithing with the morph target (3rd mesh in image), and export that mesh to use in 3ds max, but there are other reasons (which i may post later) that don’t allow me to do that.
Sorry for the long message but i wanted to make it clear what the situation is.
PS: the problem is not specific to the attached image, i simply used it as an example.
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