I’m working on a project where I want to take a generic mesh that has uvs and morph or snap it to a mesh made from scan data. The scan data is a human, and the generic mesh is a human. Is there a way in ZBrush to do this? I’d like the generic mesh to be morphed to many different scans so that they all have the same clean topology and the same uvs in the end. Any help would be greatly appreciated! Thanks.
Transferring Topology
i may be wrong but try this.
first you need to clean the scan data by using zbrush QRemesher or dynamesh,
once thats done you need to append the scan data to the original mesh by tool subtool>append,
the original mesh has UV so we need take it and convert polypaint to polygoups,
to do this tool>polypaint>polypaint from polygroups,
once thats done we need to convert the polypaint to the scan data,
take your scan data and subdivide it a lot
then select your scan data in subtool>project ALL,
once done tooL>polygroup>from polypaint
then uv master turn on polygroups> un wrap.
good chances it wont be perfect and
it may sound confusing
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.