Hi omarandrespico, Thank you for your feedback. Can you capture a screen video about this issue?Please put it on the YouTube, and add the link in your next comment.Thanks. Your help is highly appreciated. Molly Reallusion
Thanks Ascensi for taking the time to help! I'm aware of the things that you mentioned, so I decided before reporting the issue to run some simple tests. One was to just export from CC4 to ZB and move the geometry without subdividing it. The issue remained. Another one was just to export and reimport without doing anything to the mesh. The issue remained. I then checked the mesh in Blender and it was fine. Currently I'm exporting from CC4 to Blender, then to ZBrush and back. But is not ideal for something to do this workaround.
Not an employee but I will share 3 possible reasons 1. In your Zbrush plugin list, under "multi map exporter" click on export options, make sure you don't have it set to a higher subdivision level. 2. I know it's not in your stated steps but apparently if you have a mask on your character, then subdivide it breaks it, so best to mask after subdivision. 3. Change of UVs or an vertex count that doesn't match the original will not allow the mesh to be updated but instead give you the option to make it a new cloth etc. - maybe you tried to send the full sculpt/subdivided mesh back to CC4? this will not allow you to replace/update the mesh. If you want the extra sculpt details but keep the lowpoly as much as possible then you need to learn how to create displacement maps and then use tessellation levels to match the subdivision level count you used in Zbrush to create your sculpt. If you want just the low poly but want the details added to your normal maps to fake bumpiness then you only need to learn how to create normal maps from your high subdivided sculpts, then replace the existing normal maps in CC4.