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zbrush newb, subtool and normal mapping questions

Hello zbrush community, first post here, and some awfully newb questions.
Thanks for your patience, and hopefully, answers.

I’ve watched a ton of videos, read a ton of threads, and figure I had just better ask my questions directly, to get direct answers to my direct issues.

I’ll make this long story as short as possible


  • Created a five mesh model in Maya_LT
  • Exported as FBX with UV maps
  • Two of the meshes required me to re-import low poly redesigns to the zbrush file (with new uvmaps) from obj files*
  • Three of my subtools used dynamesh to be able to get the detail I needed with alphas and some deformations/etc
  • Those three subtools have no subdivision levels
  • Those three subtools cannot reconstruct subdivisions (something about triangles, though I checked and fixed mesh integrity)

*not sure if this matters, but wanted to relay this in case it does make a difference.

I need, obviously, to have low poly versions of the subtools to do my normal mapping.
It seems I could reimport the low poly maya .obj’s, create duplicates then do lower poly dynameshes, then zremesh, or perhaps none of the above, and do something else…

Thats what I’m here to ask, where do I go from here? These will be taken into substance when I have them ready, I just need a clear answer to my particular issue to continue with this particular asset, and perhaps some pointers on how to avoid this issue in the future (i.e. steps to take BEFORE losing my subdivisions to dynameshing, or duplicating first before dynameshing, etc… I just don’t know, since I’m completely new to zbrush.)

The separate subtools are as follows: Hande, grip, trigger, barrel, muzzle, scope.

Using zbrush 4R7.

If you require any more information to help me, please let me know. Also, my feelings wont be hurt by telling me I screwed something up in the process, so just tell it how it is.

My appreciation in advance.

Attachments

plasmapistolfixedhandlesmall.jpg

It’s a broad subject, and there is no one right answer. It just requires you to be familiar with many different aspects of your tools, and your intended output, to know what works best in a given situation.

Classic low to high poly workflow: Import or create low poly base mesh with UV. Store Morph target. Subdivide. Sculpt high level detail. Return to base level, restore morph target. Generate maps.

Post Dynamesh variable topology workflow: Create mesh in any fashion desired, remesh as desired, sculpt. Use ZRemesher or manually retopologize to create new low poly mesh. Subdivide, and project detail from original mesh onto new mesh, to create new multi subd level object with clean base geometry. Proceed as in the classic workflow. If you ever decide to dynamesh again or alter the topology, simply repeat the process.

The most powerful tool you can familiarize yourself with, is to become comfortable projecting detail.This will give you the flexibility to work on meshes with entirely different topologies and UV sets, transfer detail and texture information between them, and to change the geometry without fear of losing detail.

In the future, you’ll get better feedback if you narrow your inquiries down to a specific question, rather than trying to cover a broad inquiry in a single post. You’re just lucky I’m a windbag :wink: