Confused about ZBrush high to low retopo process


#1

OK, so I followed the following process:

-Created super high poly sculpt in ZBrush, polypainted and everything.
-Retopologized with zspheres
-Turned projection on to see my high poly details.
-Created an adaptive skin with density of 1 from that topology
-Made that polymesh 3d and used UVMaster to unwrap and make UVs

But how do I get all those original high poly details as diffuse/bump maps that map to the low poly model’s UVs? I tried copying and pasting UVs but it won’t take…


#2

It depends on what your going for, you wont usually see the deformation or bumps until render. You have to go to Zbrush’s Normal Map Tool and Generate the Normal Map then clone it. After that you can export it as a texture, repeat the same thing for your displacement. As for exporting it to Maya and getting those details at render its a bit of playing around, your probably better off just Go’zing it.

Good luck :slight_smile:


#3

@moneytakea, thx. I finally figured it out with the following steps for anyone who’s interested:

  1. With my retoplogized zphere tool selected, I created an adaptive skin at density 5. This gave me a new tool with 5 subdiv levels.
  2. With the subdiv slider set at 1, I exported the tool as an .obj
  3. I took that .obj into headus uv layout to edit uvs. I had never used that program but found it fairly straightforward via the “Quick Start” in the docs.
  4. I imported into Maya and did some final editing of UVs. I did it simply because I’m comfortable with how to manipulate UVs in there. headus did a pretty good job already.
  5. I re-exported .obj from Maya.
  6. Back in ZBrush, with the subdiv slider still set at 1, I imported the .obj. What happens it overwrites the lowest subdiv level (topology hasn’t changed) but now it has UVs. You’re still on the same tool.
  7. At this point, I put the subdiv level on highest level, went to Texture map and clicked “New from Polypaint” and then “Clone” to put it in the texture menu and then export as PSD. I noticed the texture map was upside down but fixed that in Photoshop.
  8. I also went to Normal map and did the same as above.

This is for the Unity game engine so I don’t need other maps. I’m sure there’s many other ways to do this as well!


#4

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