Stuck in workflow obstacle


#1

I modelled a low-res cage of my character in Maya. I took it to zBrush and sculpted it for days (it’s my first big project with trying to get actual anatomy working) and now that I am finished I’m retopoing in Topogun. However. When I took the first base in zBrush I had no UV’s. Now I am thinking, when I finish retopoing it, how am I gonna be able to transfer normal maps + polypaint + AO maps from the high poly to the low one if the UV’s don’t match? Did I do a wrong workflow = I have to resculpt all over?

All relevant videos - making of’s refer to using the first base mesh with UV’s already on it.


#2

Let me just tell you what you should have at the end to get all your maps.

You should have a high poly sculpted mesh in zbrush with optional polypaint. It does not need UV’s.

You should retopologize your high poly mesh and layout proper UV’s on the low poly mesh.

Take the high poly zbrush sculpt, (export as OBJ) and low poly retopologized mesh into Xnormal and transfer the Polypaint, normals, AO etc from the high poly sculpt to the low poly mesh.

You only care about the final, low poly mesh having proper UV’s. Not the high poly.


#3

Thanks for your answer! I was really worried I had messed up. I’ve never done it like this before and I wasn’t sure. I’ve never used xNormal, I’ll try it on this one. Happy holidays!