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Reply Quote UserGallery ThreadGallery Post#1 |
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Senior Member
Join Date: May 2004
Location: Germany / NRW / Remscheid
Posts: 143
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My first simple Test with ZBrush2.
Modeling is easy and funny ![]() I want to import it in A:M. I see the mesh is not smooth Looking between nose and arms. And between arm and legs. I get four edges at every Child-ZSphere ![]() How can i modeling without these edges ![]() After export I need a smooth and perfect quad-poly-mesh. Only 4 Poly's at one edge.
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Reply Quote UserGallery ThreadGallery Post#2 |
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Senior Member
Join Date: Jan 2003
Location: germany
Posts: 821
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hi welcome jack
![]() these edges are usually caused by placing zspheres to close together ... try spacing them more and they should vanish ... another point to watch out for is, that zbrush "thinks" the zspehres as "cubes", so best results are obtained by placing new spheres on the sides of that imaginary cube, and not on the edges. if these hints do not help, show us your zspheres so we can check what might be the problem have happy zbrushing ![]()
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Reply Quote UserGallery ThreadGallery Post#3 |
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Senior Member
Join Date: May 2004
Location: Germany / NRW / Remscheid
Posts: 143
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Hello Kokoro,
nice to see you When I make more Space between the ZSpheres the form of the model looking not good and the edges still in the mesh. When I add new ZSpheres to the ZShperes is the same. Here you get the modelfile: Flammenmaennchen.zip Maybe you can delete them and i can learn from changes ![]()
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Reply Quote UserGallery ThreadGallery Post#4 |
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Location: germany
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sorry, jack, this not works
... i am still on zbrush 1.55b since mac user, i cant load the zspheres from z2. i only can help in the way of looking to an image you make from the zspheres, (and maybe a screen shot of the settings you use) and then tell you what i think problem is ... or maybe another z2 user joins in in helping ... most come only in our evenings though ... ![]()
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Reply Quote UserGallery ThreadGallery Post#5 |
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Senior Member
Join Date: May 2004
Location: Germany / NRW / Remscheid
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Is it possible to make more the 2 ZSpheres connect to a ZSphere without this edges?
I need a mesh with only four polygons at each edge !!! Not more polygons at one edge! Best way are a limited feature: max polys pro egde ! It's a feature-request Here is the Zsphere an the properties of Adaptive Skin: here the problem edges: ![]()
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Reply Quote UserGallery ThreadGallery Post#6 |
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why do you want that ? is it necessary to import cleanly in a:m, because of the intersecting splines ? if a:m can import properly obj-format then this sort of thing should get in nicely ...
all in your model and settings looks correct to me (from zbrush point of view )i cant think i ever tried avoid this "more than 4 edges on a vertex", and looking at the geometry which is in zbrush completey quads i cant think of how i would draw it so that these "trouble spots" not occur ... in all ways i can think of i need a triangle or 5-side polygon to avoid the problem you mention ... maybe you want more than you need, i remember we had a:m users here who showed that a:m imports correctly zbrush models, even with texture... maybe a search in with search button top right and key word alike a:m and import helps... i am sorry, i seem not of any good help here ![]()
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Reply Quote UserGallery ThreadGallery Post#7 |
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yess, i can import!
But in complicate models. More than this, I need more than 4hours to make the mesh new and smooth. when I use a normal Sphere to model, only strech and bend, I have no 5 or 3 Polys, too. Now I think maybe there is a chance to get this in ZSpheres, too. It is many work to search and correct this edge in A:M !
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Reply Quote UserGallery ThreadGallery Post#8 |
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you are right, no one would like rebuild mesh at these points ... and then i think also uv coordinates vanish, so textures lost .... this surely is not the way you want
i made today several trys since as former a:m user i wanted know ... ... so i tried all things in zbrush i can think of, and well, bad news, when i start from zspheres, no matter what i do, i always get these "trouble vertices" ... and given, that zbrush works pure quads, its not astonishing, but reasonalble the only idea i had, which is really worth a try is : increase the resolution of your model, by setting density to a higher value, like 3 or even 4 - you need to experiment what a:m can handle in animation - then your mesh becomes more heavy of course, but the number of bad vertices remains same ... now my idea is, that this higher density mesh should render in a:m more smoothly (and maybe even so smooth you like it) ... you know, i canīt try out, otherwise i had , but i think its a possibility ...
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