Allright,
so here I stand and don’t know how to move on: I want to export two different kinds of meshes from one ZBrush object. That means: I want to export a highpoly version, no problem, and I want to export a version which has the same number of points and faces but hasn’t been distorted by sculpting brushes.
Actually I could export the highest subdiv, move down to the lowest subdiv, clear all higher subdivs and then divide the mesh until it fits the point amount of the former highpoly and export this. This does all work, no problem at all. BUT when I compare both files the point order is always discombobulated.
So I’d like to know if there is a special algorithm or something which enables me to predict the outcome of the pointorder. Since I don’t think there might be one, it might be interesting as well how that “Texture from Vertex Order”-Texture was intended to be used.
Thanks in advance.
Mirko
