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Reply Quote UserGallery ThreadGallery Post#1 |
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Senior Member
Join Date: Oct 2005
Location: The Netherlands
Posts: 1,433
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Topology & Flow Lab The ability to create new topology for your models is a gift from heaven. Goal of this thread is to get as much information about topology-editing together in one place. Feel free to post all your experiences, experiments, questions and answers about topology here, so we can learn from one another. I'm compiling all the information into the first post. Questions and answers go into a Q&A list. If you can answer an open question, please post in this thread, and I will put the aswer in the first post, with an honourable mention of your name. Quickstart guide
General controls
Editing existing topology
With a big thanks to Francois Rimasson for his wonderfull tutorial! Here's Plakkie's Zscript showing how to edit existing Topology. Bonecradle has made this PDF tutorial showing this workflow on an imported .obj file. Topology Painting You can also get access to existing topology by painting it on! While you are making a new topology give your brush some size and press Shift-LMB-click while painting over the reference mesh. The underlying geometry should now appear as new topology! (you may have to rotate the model a bit to get the screen refreshed) Pressing SHIFT-ALT-LMB erases the painted topology, and only the painted topology. You can also just SHIFT-LMB over an already painted area, the brush then goes into erase mode. When you make new topology by the simple clicking method and afterwards paint over topology on the same spot you get two layers of geometry. [thumbs up for Crusoe the Painter and Rhumba for finding this out] ZScript showing Topology Painting (by Plakkie) Topology and Subtools As of yet the topology tool only works with the selected subtool, and not a complete object with subtools included. Pixologic has stated in the release post that topology and projection are functions under development, so we can expect more improvements in the future. For now, Ralph Stumpf has presented this workaround: "As a workaround in the moment you can export the second subTool as "obj" and import back with "import" "add". For this the active subTools can't have levels. Then you have only one tool and topology works." Creating a topology mesh over a Zsphere model You can create a skeleton of ZSpheres and wrap it with a topology mesh, while still being able to use the ZSphere-Skeleton as a Rig!
Extra Info: You can turn edit topology off, add more zspheres, and then turn it back on! Then you can add more mesh-zspheres, connect them up, et voila! So if you make a bust, and later want to give it a body, you can, as long you saved the bust zsphere rig! (Crusoe the Painter) Rastaman is currently exploring this under-documentated technique. He's made a more detailed and illustrated tutorial. Check it out! He also made this ZScript showing this technique. Topology Mesh Extraction With the topology tool you can easily create extra geometry like clothing, armor, etc. In comparison with the Mesh Extraction tool you have more control over the topology of the created geometry.
Topology Rigging Rigging with the topology tool? Yes, it's possible! Although the function needs further development from Pixologic, it has potential, offering some advantages over and alternatives for transposing and the standard rigging method. So far two different methods have been found. The goal is to quickly and easily rigg meshes with any level of subdivision, by using the topology micro-ZSpheres. Yellow Soul Rigging First found by Dargelos, this quick rigging method shows a yellow ghost object while rigging, hence the name Yellow Sould Rigging.
Get started right away with this model, rig and pose by AngelJ. Convert to Main Rigging Pixologic implemented the 'Convert to main'.. As we already know, you can use the converted topology as a surface-rigg, but limited to low-poly meshes, otherwise Zbrush always freezes or crashes. Rastaman suggested the reason for this lack could be a programming bug so that Zbrush 'looses' the surface from one point on and goes with its calculation into infinite. So why not show Zbrush the borders ? The following step-by-step workflow was made by Rastaman.
the Topology Rigging tutorial by Rastaman. [ You can get started right away with this Rigged averageman Ztool. Load the model and press Rigging:Bind. Provided by... Rastaman! Transfering a topology rig to another mesh Do you want to make some basic rigs and apply them to all your models? ZBrush3 can do it. Here's another brilliant workflow by Rastaman:
Read the tutorial about Adapting rigs to other meshes for more information, Made by non other then Rastaman. --------------------------------------------- For more hidden gems, read: The Unofficial Guide to hidden features in the new Rigging and Topology of Zbrush3 by Rastaman. Topology in action: More information:
Q. Can you use topology on an object with subtools? A. As of yet the topology tool only recognizes the active subtool. See above for a workaround. Q. Is there a way to make the polygons more visible, like you could do in Zbrush2? A. Transform menu > Quick mode on and Frame on. Shows the polygons (The Namek) Extra info: Or the Frame button on the shelf. (Plakkie) Q. How to delete a point ? A. Alt Click on a point to delete it (Kramskoi) Q. Is there a way to weld the points ? A. None found. Delete the points you need welded and create and connect a new one on the desired spot. Q. Is there a way to adjust your topology in Move mode while forcing the vertex moved to remain on the surface of the underlying model? A. Moving created points breaks them away from their on-model position., as demonstrated by Bisenberger. At the moment it seems like that's inevitable. Something for Zbrush 3.5? (Plakkie)Q. Is there a way to save a topology rig in progress? A. Just Deactivate the Edit Topology Button, and then save the active ZTool, after reloading the ZTool, just activate the Edit Topology Button again, and work further. (Mouse_art) A. You can save a retopo rig WIP and come back to it. You turn of Edit Topology and save the Tool. I tested this by saving the tool, quiting and reopening ZB3 and loading the Tool. Worked like a charm. I just hit Edit Topology again and ther was my repo rig. (Poda) Q. Is there a way to create a mesh from the topolines that match up exactly? A. To use the exact amount of polygons as you draw, go to Tool->Adaptive Skin, and set the Density Slider to 1. The Subdiv Slider from the Topology Tool has to be set to 1 as well. (Mouse_art) Extra Info:you have to set Adaptive Skin Membrane (Mbr) to 0 if you want the low res for your new mesh to match the poly count from your retopo rig. I think Mbr defaults to 2 instead. I figured that out the first time I created a skin from my retopo rig. The weird part was that I could not get Reconstruct Subdiv to work on the skin. So I deleted it, changed the Mbr setting to 0 and made a new adaptive skin. (Poda) Q. Is there a way to transfer the high sub details to the new mesh? A. Yes! Turn on the 'projection button' in Tool:Rigging. (Ladysoul) Q. Is there a way to convert the original topology of a model into a Topo-Zsphere structure, so you can edit it a bit instead of having first to draw all the topo-lines? A. Yes! The procedure is explained in detail at the top of this thread under "Editing existing topology" (Poda/Plakkie) Q. When you project your old details onto your new mesh, is there any way to copy over your texture or poly painting info? Or do you need to do retopolgizing before you do any texturing/painting? A. If I understand correctly, polypainting stores the color information directly 'in' the geometry. With the topology tool you are making new geometry, and thus your polypainted info doesn't apply on the new model. I don't know about texture maps, yet. I think it's a good idea to do the texture/paint part after you have made the new topology. Anyone had different experiences? (Plakkie) Q. When shifting topology vertices away from the mesh some of them seem locked, couldn't move them at all. [more a statement really ]A. You masked them by accident. You don't get a visual clue, but trust me. Just play around with CTRL and LMB clicking and you'll be able to manipulate them again. (Thomas Mahler) Q. Are there some functions like "edge loop", "edge ring", "making strip" "split"... ? A. Maybe some day, but not now. Those tools would really help with retopoing zsphere armatures. Those things are still causing problems. I'd rather have metablobs I can retopo (like Blender), than trying to use Adaptive skin with Zspheres to get a clean mesh. (Crusoe the Painter) Q. What's the quickest way to delete edges? I am currently adding a new vert in the middle of the edge and deleting (Ctrl+LMB click) that. The edge gets deleted in the process. This seems to work fine but I would love to have a simpler, faster way. I think i tried Ctrl+LMB clicking directly on the edge and something bad happened. Q. After working a little bit with the new topology tools, i tried to create a new topology as described on the wiki. The mesh/tool was created in ZBrush 2. When I hit the "edit Topology" button, i got a skin with lots of holes in it, and I don't know why. Before hitting the button the skin was ok! Does anyone know why this happens and how I can fix this? A. Solved this problem, by taking the topology of Subdivision lvl 2 of the Mesh. Lvl 1 didn't work and gave those strange holes... (Train22) Q. What do the Hide and Bind buttons in the Rigging and Topology menu do? A. bind: allow to move the mesh reference. (Andreseloy) Extra Info: movie by Andreseloy showing Hide and Bind in action. Q. Is there any use for the Rotate mode? A. Non found... Q. Is it possible to mirror an existing topology mesh? A. Nope. --------------------------------------------------------------------- Any suggestion or corrections? Please post them in this thread! Cheers, Plakkie Last edited by Plakkie : 05-29-07 at 03:00 PM. Reason: creating a topology compendium |
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Reply Quote UserGallery ThreadGallery Post#2 |
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Senior Member
Join Date: Jan 2002
Posts: 1,841
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Here is started working on a new topology
and since i got the hang of it and was too curious to try out other stuff , i made a mask out of the new topology instead , decent alternative to mesh extract ![]() |
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Reply Quote UserGallery ThreadGallery Post#3 |
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Senior Member
Join Date: Oct 2005
Location: The Netherlands
Posts: 1,433
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Wicked mask!
If he snorts, the two flaps will probably move outwards; that always gets a laugh on parties. ![]() Is there a way to make the polygons more visible, like you could do in Zbrush2? |
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Reply Quote UserGallery ThreadGallery Post#4 |
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Senior Member
Join Date: Jan 2002
Posts: 1,841
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Transform Quick mode on and Frame on. Shows the polygons
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Reply Quote UserGallery ThreadGallery Post#5 |
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Senior Member
Join Date: Oct 2006
Posts: 139
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NM, sorry, back to the manual..
Last edited by Jettatore : 05-17-07 at 04:47 PM. |
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Reply Quote UserGallery ThreadGallery Post#6 | |
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Senior Member
Join Date: Oct 2005
Location: The Netherlands
Posts: 1,433
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Quote:
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Reply Quote UserGallery ThreadGallery Post#7 |
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New Member
Join Date: Jan 2005
Posts: 2
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Great thread- thanks for starting.
I too have been playing with topology. I don't have too many answers, but I do have some questions to pose: 1) Notice how when you convert from the topology lines that you draw into a mesh that the base mesh you create is 4 times as dense as the lines you draw? In other words, the subdivision of the mesh is one higher than the lines you draw. Why? Is there a way to create a mesh from the topolines that match up exactly? 2) After drawing some topology lines (The vertices of which I think are size 0 z-spheres by the way), I switch to Move mode to adjust the flow. But when I move the vertices they are not contstrained to the surface of the model. Is there a way to adjust your topology in Move mode while forcing the vertex moved to remain on the surface of the underlying model? 3) Does anyone else find it very frustrating that there is no good documentation on this stuff? |
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Reply Quote UserGallery ThreadGallery Post#8 | |
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Senior Member
Join Date: May 2006
Posts: 106
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Quote:
![]() Thankfully I stumbled on this thread in which plakkie said to hold ctrl to set new start points..that makes it MUCH easier. I didn't see that mentioned in the wiki. All I was able to figure out on my own was that by placing the mouse cursor on the point that was active, deactivated it, but it didn't always work smoothly nor was it fast. So thanks for that tip Plakkie! ![]() |
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Reply Quote UserGallery ThreadGallery Post#9 |
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Member
Join Date: Jul 2006
Posts: 56
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Thanks for starting this thread guys and for the tips. Once I have made new topology, my original disappears, noob question but wheres it gone and how do I find it again
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Reply Quote UserGallery ThreadGallery Post#10 |
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New Member
Join Date: Sep 2006
Location: Lyon, France
Posts: 14
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Hi !
I'm playing with topology, and have some questions !! - Is there a way to weld the points ? - How to delete a point ? anyway, Zbrush 3 really rock ! Kudos to pixologic ! |
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Reply Quote UserGallery ThreadGallery Post#11 |
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Member
Join Date: May 2005
Location: Philadelphia
Posts: 94
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Alt Click on a point to delete it
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Reply Quote UserGallery ThreadGallery Post#12 |
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Member
Join Date: May 2005
Location: Philadelphia
Posts: 94
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what I'm wondering is if there is a way to transfer the high sub details to the new mesh. Anyone know if I'm missing something?
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Reply Quote UserGallery ThreadGallery Post#13 |
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New Member
Join Date: Sep 2006
Location: Lyon, France
Posts: 14
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Thank you Kramskoi !
To transfert your high mesh details on your new mesh, you should check the "cyborg head tutorial" on the wiki about the procedure. At a point the tutorial says to "press project on the tool rigging sub-palette" but the correct name of the button to press is "projection". Last edited by Ladysoul : 05-18-07 at 12:19 PM. |
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Reply Quote UserGallery ThreadGallery Post#14 |
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Member
Join Date: May 2005
Location: Philadelphia
Posts: 94
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Thanks.... I just came across that in another thread. just imagine if there was a way to condense all of this info into just one thread! I guess that what the Wiki is for in the end.
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Reply Quote UserGallery ThreadGallery Post#15 |
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New Member
Join Date: Sep 2006
Location: Lyon, France
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Are there some functions like "edge loop", "edge ring", "making strip" "split"... ?
Last edited by Ladysoul : 05-20-07 at 02:07 AM. |
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