Hi!
i had the same problem over and over again. Messed up meshes in the higher subdivs after reimport a lowpoly version with new uvw coordinates.
i think i got the solution:
i presume you export the lowpoly version out of zbrush into your favourit 3d app (in my case: 3dsmax) and then fix your uvws - export it back as obj and reimport into zbrush into the highpoly version.
the fractal mesh problems in zbrush are the result of small changes in the topology that happens during the exchange between zbrush - 3d app - zbrush.
Solution for 3dsmax (should be similiar in other 3d apps):
-reset max
Import
during the obj import dialog in max you have to choose the following settings:
- Single
checked - rotate model
checked - Texture coordinates
checked - Normals
UNCHECKED - unify <— ! this causes the problems! it modifies your topology!
checked - Obj smooth groups
Vertex scale 1,0
unchecked - Center Pivot
the “use materials” doesnt matter
UVW fixing / Creation
-now convert the model into “editable poly”
-use the unwrap UVW modifier to fix your uvws or create new one
!dont change ANYthing in the topology of your model!
Export
then you can “export selected” your model with following setting:
group by: object
(materials are ignored)
checked - rotate model
Faces: Polygons
checked - Texture coordinates
checked - Normals
checked - Smooth groups
Vertex scale 1,0
of Digits: 6
UNCHECKED - Compress numbers <-- this would change
UNCHECKED - Relative vertex numbers <-- your topology! ->BAD!
Back in ZBrush
-load your zbrushed model with all the details.
-go to subdivision step 1
-import the lowpoly obj with the new UVWs.
-you can then go to the higher subdivs again. and everything should be fine.
If you make the smallest change in your model. during import or export, it wont work!! just try every combination in the import and export settings and make sure your obj is just changing the uvw coordinates!
I don’t know if there are other people who already found a solution…
ZBrush rocks
Greetz
PS: i have another problem with multiple UV Sets and the ZMapper. if i try to create a normal map for one UV Group, the zmapper just creates randompixels and displays a messed up mesh. Any suggestions?