Workflow question.
I need a lowrez mesh and a smoothed version of the same mesh for my project. Lorez for the riggers smoothed for the final render.
The point order has to match maya’s. So if I take the low into zbrush and divide once in Zbrush then bring back into maya it won’t blendshape since zbrush’s division changed the point order in a different manner than Maya’s even tho the uv faces and edge count matches.
As a workaround I have been smoothing the mesh in maya, exporting to zbrush and using reconstruct subdiv so i can push/pull the lorez cage around and then doing details on the upper level. Reconstruct subdiv also changes point order unfortunately.
But I have been using maya’s transfer attributes vertex position based on UV space option to get the details from the zbrush high onto my maya high. Problem is, when you recons subdiv, zbrush changes the uvs slightly different than the maya mesh, so when i use trans attr UV option, the mesh gets alittle wonky/wavy in spots and its not ideal. And if I try to xfer uvs onto the zbrush high before doing the transf attribute vertex pos option, the uvs to xfer to the zbrush high but the uv shells all have borders, and this throws off the vertex position based on UV space transfer.
Anyone have any other ideas? Or perhaps have a maya vertex reorder script I can run on the zbrush mesh in maya?
Thanks