Workflow Summary:
Max: base mesh
Zbrush: Modeling and UV unwrap
Max: Combining UV’s from multiple subtools into a common 0 to 1 UV space and reposing
Zbrush: tweaking model in response to new pose
Result: faceted Normal map
More Details:
I made a base mesh in Max, and imported it to ZBrush to sculpt. After sculpting, I created the UV maps for each of the subtools with UV Master (which is awesome). I exported each subtool at the lowest SDiv level as an obj (with txr and Mrg on and Flp and Grp off). In 3ds Max, I laid out the UV’s from the separate subtools onto a common UV 0 to 1 space, reposed the model (without adding any verts or changing the geometry of the mesh at all) and exported each mesh as an obj again. Back in Zbrush, I took each subtool down to the lowest SDiv level and imported the reposed/UV tweaked obj. All of this seemed to go great. (I may not have had mrg checked in the import drop down, I’ve tried it that way since and it doesn’t seem to help)





