Hi,
I had this problem for long time and I resolved it by staying inside Maya, now I would like to ask you if someone has a good alternative solution so that I can use Zbrush to model the blendshapes of my characters.
I have a character inside Maya and it has clean topology and ready to be rigged. It isn’t smooth and it uses the tool given from Maya to smooth the character only at render time by cliccling the “3” button on the keyboard before rendering.
This also means that all the blendshapes need to be modeled at subdivision level 0 (keyborad button “1”).
I can send the model from Maya (at subdivision 0) to Zbrush and start modeling the blendsshapes. …NOw the problem:
I might want to set the model to an higher subdivision level inside Zbrush , so that I can model and see the result in the smoothed version of the model ( lets say subdivision 3 in Zbrush) … this is great cause I can use all the great tools of Zbrush and I can get faster and better to the desired shape of the blendshape. Now I need to go back to subdivision level 1 of Zbrush (from where I started , which was the subdivision level 0 of Maya) and send the model to Maya to use as the first blendshape.
I think lot of you have noticed that once the model is back to Maya , the overall vertices position are changed. Not only the vertices that I moved inside Zbrush but also the one I had not moved. The whole mesh is a kind of a shrink version of the original. This prevents the use of the imported model as a blendshape of the original model.
There are way to resolve this issue in Maya , like the paint blendshapes tool… but it becomes too much work soon and it is not precise.
So I wonder if there is a way to tell Zbrush to not move the vertices of the mesh at level 1 which are not sculpted at the higher subdivision level.
PS. this is not related to map , displacement map , or the "re-importing the base mesh at level 1 "'s workflow …
Regards
Guido