Creator: If I understand you correctly you could just go into the Retopo room and load your object again from the Retopo menu. It should have the UVs intact I think. Then just pick "Merge to Scene (Microverts)" from that same menu. and it should send you to the Paint room with your displacement applied.
Sorry guys my English skills are poor so maybe i'll try from the beginning:@creator
I guess, it's a hi poly model, it's a subdivided low poly after retopo and UVs.
So, we have UVs, a cage, a hi res model. Right? Do as Phil says.
Wondering though. It smells zbrush, why don't you directly bake displacements there? ZB is very good on this.
(I want to)
1) Import model with UV (surface mode).
2) Subdivide few times (with hope that my UV are preserved).
3) Sculpt something.
4) Then bake displacement map on my preserved UV, but without need of importing another mesh to retopo room.
So my question was if it is possible, to work only on my imported mesh/one mesh.
I'm familiar with Voxel workflow. I know I can import mesh => voxelize => sculpt => and then go to retopo room and import my mesh with UV and bake displacement to it. That's OK i'm working like that, but my friend asked me if it is possible to keep with one model during all process.
Maybe there is some way to put surface mesh from voxel room as retopo mesh? I'm curious




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