ZBrushCentral

Z4 importing issue

hi guys i hope i can find some suggestions here , im trying to import my low res mesh (uvs included) from maya to zbrush , on top of my High res mesh in zbrush to create my normal maps , but as you will see in the pictures im getting a weird deformation at the base of my pillar :

trying to clarify all this , the first image is my hr mesh at lvl 1 , second image my retopologized mesh (lr) in maya with the uvs , so the way my instructor is teaching me is like, we can put the low res mesh on top of the high res mesh at level 1 to transfer al the details i sculpted, but when i do that happens what you see in the last picture , i checked , double checked, triple checked my mesh in maya i didnt find anything weird , normals are ok , no double faces , no unmerged vertices , so what im not doing correctly guys pls , any suggestion will be really appreciated cause if a simple pillar is driving me crazy i dont wanna think about retopologizing my whole character

Attachments

pillar maya.jpg

Are you projecting the hires onto the lowres with matching sub divides a step at a time? I cant make out the problem because you dont have the hires example, I am guessing it is the noise that is the problem. If you have tried all of the settings for projection then the only option is making a morph target of either the finished hires or the clean hires and paint in or out the detail with the morph brush when the projecting is done. For normal maps I used to project a decimated version onto the low poly in 3dsmax. The best way though I have found is to use xnormal and make a projection cage in max. This way I can use a full detailed model to project with and never have to open max for the process.

Thanks for replying , well my hires is the las t picture u see above, with the only difference it doesnt have that deformation at the neither at the base nor at the bottom , i figured it out how to project the details using the project all tool , which is kind of kool but generating normal maps
in zbrush is really a pain in the … thats why u recommend use xnormal??? cause ive been getting very sharpened edged normal maps that made look my models like monster when they are human beings especially near to eyes and the mouth