So I'm trying to create different deformations for my character that take advantage of the increased geometry of the subdivided cc3+ character. I wanted to do this with the GOZ functionality, but it always reverts the mesh back to the base subdivision when loaded into zbrush. If I subdivide in zbrush, it loses the data upon transferring back into cc4.
Does anyone have a decent workflow for this?
I need to export the character in a pose because I'm trying to sculpt muscle deformations and it would be kind of hard to do if they weren't in the pose that activated those muscles. Am I missing a simple solution here?