Capture every sculpted pore and crease when moving detail from a high-res source to a clean, UV-ready target by using Project All across SubDiv levels.
- Prepare your meshes
- Ensure source (high-res) and target (retopo/UV) occupy the same world space. If needed, send both through your DCC with GoZ, or carefully align via Gizmo 3D.
- On the target, add multiple subdivision levels (Geometry > Divide) until the top level roughly matches the source’s visual density.
- Keep only the source and target visible to avoid cross-projection from unrelated subtools.
- Project progressively per SubDiv level
- At the target’s lowest SubDiv, open SubTool > Project and click Project All to capture big forms.
- Step up one SubDiv level, Project All again. Repeat level-by-level, finishing with the highest SubDiv for micro-detail.
- For polypaint transfer, enable Colorize on both meshes and have RGB active before projecting.
- Dial in projection settings
- Dist: Start small to avoid overshooting. Increase gradually if areas fail to reach the source surface.
- PA Blur: Lower values preserve crisp edges; higher values soften transitions to reduce artifacts.
- PA MidVal: Nudge if projection favors the wrong side on thin surfaces.
- SubGroups: Use when projecting from multiple visible subtools while respecting group boundaries.
- Build safety nets
- Store a Morph Target on the target subtool before the first projection. Use the Morph brush to paint back clean geometry where spikes occur.
- Duplicate the source as a backup before any scene-wide changes.
- Mask thin parts (eyelids, nostrils, cloth hems) to prevent blow-throughs, then unmask and project them later with a reduced Dist.
- Troubleshooting common artifacts
- Exploding verts or harsh spikes: Lower Dist, isolate the area with visibility, project in smaller passes, and use the Morph brush to recover.
- Inside-out hits on thin shells: Flip normals on the offender if needed (Tool > Display Properties > Flip), reduce Dist, and try projecting from a slightly inflated copy.
- Stray projections from nearby parts: Hide surrounding geometry, or use SubGroups and Polygroups to constrain the projection.
- Detail not transferring: Add one more SubDiv on the target or temporarily sharpen source detail with HPolish/DamStandard before projecting.
- Finishing workflow tips
- After the final Project All, step down SubDivs to confirm that primary forms read cleanly at every level.
- If you plan to bake maps, verify clean UVs on the target and use Multi Map Exporter for normals/displacements once projection looks right.
- For hard-surface pieces, crease edges before subdividing, then project to retain crisp transitions.
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