Hello,
I’m just digging into zbrush, and no,doubt this has been covered somewhere, but every “sculpt to animation” tutorial I’ve found seems to be in two parts, sculpting and then rigging/animating but kind of skips over the middle.
So…
Simply enough. I’ve got a model that is sculpted, uv’d, and textured. I retopoed with topogun and am ready to rig it except for the mouth. The mouth of the sculpt is sealed (which I believe is pretty normal.
Now, I thought that I would be able to just add that geometry in in maya by splitting the lips, modeling the interior, and then importing the new geometry into zbrush over my original level 1 geo. but the results I’m getting are all messed up. And the morph brush becomes greyed out when I subdivide the new geometry.
I know that zbrush projects details and understands models based on the vert orders, so I’ve created the new geo a couple ways (attaching a separate model, extruding) but it doesn’t seem to make a difference. The mouth interior is completely messed up after zbrush reprojects the details and is unsalvageable.
Also, I’m thinking it was a mistake to polypaint before my geometry and uv’s were finished. If you wanted to you could just confirm that suspicion for me. But mostly I just need to know what a normal workflow for completing the interior geometry of a sculpt headed for rigging for film purposes would be.
Zbrush 4.0, maya 2012. Thanks for any help, I’ve been stuck here for a while.