John Strieder
12-29-07, 03:53 PM
easThat's a very long Title ;-)
I had two Weeks ago the case that i did a sculpt and after the most Work was done i saw a Hole in the Mesh cause of some unwelded Points.
I did some searching on ZBrushCentral and found only very complicated Ways to solve this (including Retopo and so on), but then I found an easy way for me.
What you need besides ZBrush is a 3D-Application like Blender, Maya or whatever you have.
The trick is to reinvite the highest SDiv-Level with Displacement in ZBrush.
Step-by-Step:
1. Go to SDiv-Level 1.
2. Klick Tool/Texture/AUV-Tiles
3. export the Mesh as .OBJ
4. Set Tool/Displacement/DPRes to 4096
5. Klick Tool/Displacmenet/Create DispMap
6. Open the .OBJ-File in your 3D-App
7. Weld the Points, fill Holes or add Geometry
8. Only If you want: Mark the new Polys, go to the UV-Editing Section of your 3D-App and move them out of the Texture or place them small in an unused Space of the UV-Map. If you do this, the new Geometry will not be crumpled after this Procedure.
9. Save it
10. Import the saved .OBJ to ZBrush
11. Go to the desired highest SDiv-Level. Now we apply the Disp-Map:
12. Choose the in Step 5 generated Disp-Map in the Alpha-Palette
13. Go to Tool/Displacement/Intensity and set it to 1.6
14. Klick on Tool/Displacement/Apply DispMap
15. Et voilą - we have our sculpting again, with the fixed/added Geeomtry.
I hope, this is useful for someone :-)
I had two Weeks ago the case that i did a sculpt and after the most Work was done i saw a Hole in the Mesh cause of some unwelded Points.
I did some searching on ZBrushCentral and found only very complicated Ways to solve this (including Retopo and so on), but then I found an easy way for me.
What you need besides ZBrush is a 3D-Application like Blender, Maya or whatever you have.
The trick is to reinvite the highest SDiv-Level with Displacement in ZBrush.
Step-by-Step:
1. Go to SDiv-Level 1.
2. Klick Tool/Texture/AUV-Tiles
3. export the Mesh as .OBJ
4. Set Tool/Displacement/DPRes to 4096
5. Klick Tool/Displacmenet/Create DispMap
6. Open the .OBJ-File in your 3D-App
7. Weld the Points, fill Holes or add Geometry
8. Only If you want: Mark the new Polys, go to the UV-Editing Section of your 3D-App and move them out of the Texture or place them small in an unused Space of the UV-Map. If you do this, the new Geometry will not be crumpled after this Procedure.
9. Save it
10. Import the saved .OBJ to ZBrush
11. Go to the desired highest SDiv-Level. Now we apply the Disp-Map:
12. Choose the in Step 5 generated Disp-Map in the Alpha-Palette
13. Go to Tool/Displacement/Intensity and set it to 1.6
14. Klick on Tool/Displacement/Apply DispMap
15. Et voilą - we have our sculpting again, with the fixed/added Geeomtry.
I hope, this is useful for someone :-)