During months afetr I asked this question I was able to piece together some experience from various sources that now allows me to answer it, at least partially. I'll probably be editing this answer in the future and adding new items to the list.
The goal was to be able to use gazillion of ZBrush sculpting tutorials from Youtube and use them as a learning ...
Vector displacement maps can contain negative values (and this one does), so you also need to disable "clamp" under the texture's "colors" rollout. Also, you need to apply rotation since the by default Blender will import Zbrush obj's with a 90 degree object rotation to handle the Y-up/Z-up conversion, you want that applied to the base mesh, not the post-...
Retopology and Baking of 3D Scans/ Photogrammetry with Blender and Free Software
First its important to ask what you want to do: 3D print, static render or animation or detailed animation.
For the later ones you need to do some texture baking from you original high-poly mesh to your refined lowpoly mesh. Blender can handle this realy well(See at step 2).
Yes, you can, here is how:
Export your model from zbrush(id recommend a .obj).in blender you can open the .obj useing (File>Import>Wavefront Obj)
Now your model is ready for animation.
In zbursh it is important that you do not export a raw sculpt, since that will not work for animation in any software. Always retopoligize it.
I found the answer with Blender version 2.83. There's a new feature called Face Sets, when remeshing you can tick the box to preserve the face sets in tool layer > Remesh.
But you have to make sure you ticked off "Dyntopo" before, or you won't be able to remesh.
There is not counter part to topological falloff with the sculpt tools AFAIK. There is a topological option in the move, scale, rotate tools when you enable Proportional Editing called Connected Only.
If you need to use the sculpt tools, use masking or hide parts of the mesh.
It looks like the main problem is your rig and your mesh don't line up very well (at least in the file you provided). I would suggest starting by making sure each bone is where it should be. If the bones aren't close to any geometry blender is going to have a really hard time determining which bone should control each vertex.
Subdivision Surface modifier (or Subsurf) isn't designed to work with sculpting. Subdivisions added with it are accessible for sculpting only once the modifieir's applied. Multiresolution is the one which is designed for that, allowing to edit subdivided surface with sculpt brushes. There doesn't seem to be any real reason to sculpt with Subsurf.
Hmm. Try importing the obj you exported from blender back into blender. My guess is that it will be in the same pose that you exported from Zbrush, but all triangles because your pose was not applied to the mesh before export.
I haven't used GOB in a while, but it should work so long as you didn't change the topology and iirc it should work even if you did ...
Okay, so I found an answer. To reiterate, the problem was: I have an alien character with a frill (like the Dilophosaurus is Jurassic Park), and I wanted a shape key for the frill to go down. I made the original mesh in ZBrush. I exported it from ZBrush and imported it into Blender (after making texture maps in Substance Painter). I exported the mesh from ...
In addition to what Mr Zak mentioned, you could try:
Both Subdivision Surface and Multiresolution have a Simple option,
when you turn it on, each subdiv will add vertices between already
existing ones without averaging the general shape.
Secondly you could make a
copy of a basemesh, then add ShrinkWrap modifier on the mesh you will
subdivide and pick the ...
Yes you can!
Export your model from ZBrush as .obj (Wavefront Object). Even the texture can be exported on this way.
Then in Blender, "File -> Import -> Wavefront OBJ..." Make sure you have "Image Search" checked on and it will look for and import the textures as a Blender Internal material.