You can find some of them here
http://www.zbrushcentral.com/showthr...148#post851148
As I also used zb heavily sometimes. We were testing GoZ after all.
A sc render here
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And a small tutorial for Sc to Zb. As subdivided tri meshes are a little useless in zb. As we're still waiting for the auto retopology tool.![]()
The quasi auto retopo then
1. GoZ to zbrush
2. duplicate the mesh
3. use decimator master at extreme settings (try a 3-6 k resulting mesh)
4. export as obj and import again (have import settings-tri to quad on)
5. append the two meshes
6. subdivide and re project.
decimation in sculptris isn't good, you need more time with reducer to have a 3-6 k cage export and some problems when re projecting.
Sorry for this nonsense sculpting, I was just testing and this is a difficult subject to reproject-decimate.
compare the imported sc mesh and the after quasi retopo one. I'm using a shader that shows the problem
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the quasi retopo based on decimation master. A really helpful for zbrushing mesh
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