I have a character in Blender with a complete rig, I want to sculpt it slightly in Zbrush, but then I need somehow transfer all weight into edited/sculpted model.

What is the best way to do it? The polygon count will remain the same.

  • $\begingroup$ If you only need to slightly tweak the character using sculpting tools why not just use the ones already in Blender? $\endgroup$
    – Chris
    Dec 30, 2019 at 21:19
  • $\begingroup$ I need to use Morph brush and Project tools, I can't find the alternatives in Blender, unfortunately. $\endgroup$ Dec 30, 2019 at 21:28
  • $\begingroup$ Ok, maybe you'll find this post useful, you can try using a Data Transfer modifier to generate the vertex groups on your re-imported mesh. stackoverflow.com/questions/34719718/… $\endgroup$
    – Chris
    Dec 30, 2019 at 21:52
  • $\begingroup$ I wonder, maybe I can just morph somehow original mesh to edited mesh, vertex count is the same, so I think vertex numbers/IDs will match too, right? $\endgroup$ Dec 30, 2019 at 23:49
  • $\begingroup$ This may require some trial and error but if the imported mesh has the same topology you may be able to just add it as a shape key somehow. $\endgroup$
    – Chris
    Dec 31, 2019 at 0:50


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