That’s actually the point of GoZ. Almost. It’s a ping-pong sort of process. For example…
- Model a base mesh in Maya, Blender, C4D, or whatever.
- Click the GoZ button to send it to ZBrush.
- Sculpt the base in ZBrush
- Click the GoZ button to send it back to your core 3D suite (eg. Maya, Blender, etc.)
- Make some tweaks to the base mesh
- Click GoZ to send the tweaked mesh back to ZBrush
This process continues until you’re done and updates the model each time you click your GoZ button. Just keep in mind that ZBrush will typically only send back your lowest subdivision level (ie. your base) to your main app. That’s fine for a few reasons though.
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If you wanted to send the final sculpt back, you could just freeze your subdivision levels and send that over instead. This would be the sort of thing you’d do when you have to retopo the sculpt into something more game and animator friendly. In this sense, your sculpting efforts won’t be lost since you’ll turn them into normal or displacement maps to be then used on the more optimized base mesh.
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Most 3D programs don’t handle multiresolution sculpting as ZBrush does (or as well).
As far as the process happening automatically every time you switch focus, it wouldn’t make that much sense. ZBrush, afaik, does this transfer via some intermediate files. Hitting GoZ sends the message to the other program to open that file. This is why the process is only semi-automated. In a sense, however, this is much better. Imagine keeping the whole thing in memory only to lose it to a crash. Semi-automated is, ultimately, safer.
The video above does the GoZ button ping-pong dance I described above.