ZBrushCentral

4R5 issues

Unstable is all I can say. I can’t Unwrap a 3 mill model with UV Master with 4R5, Did not have an issue with 4R4 for this but with 4R4 qremesher didn’t work. Can’t win for loosing and getting frustrated. I would like some free comprehensive workflow tutorials from pixologic on the actual 4R5 platform on how to create low mesh models from high res meshes for games.

With all the new additions in Zbrush I seem to keep getting more problems with every release, things that worked now don’t and things that didn’t now work. Maybe I just need to vent but this is frustrating the hell out of me because I’m in a crunch to get employment and things aren’t working like they are supposedly designed to work.

I’m not looking for user feedback on this one just keep your opinions yours I’m looking for a Pixologic explanation. So don’t start flaming me for my frustration.

I used a dynamesh sphere to create this creature I’ve attached, its at 3.5 million total points with the poly paint, Nothing to fancy and its split into various sub-tool groups like front hooves, rear hooves, eye parts, hump sections etc they were split into groups by poly-paint. Well, I want to get this detail from the 3.5 on a lower poly version so this is what I was going to do. As per what I’ve read on tutorials etc.

A) Create my high res maps off this Dyna mesh model for later use on my lower poly version. Well the first step should be Use UV master to plot out the islands well I want to do this by poly-group since that’s how I split up the model. I used symmetry and poly-groups turned on in UV Master and it crashes. Can’t process the model and just freezes the PC is top of the line 2gb vid, 1 tera hdd, 8gb ram, 64 bit 7, quad processor etc. Anyhow I can’t get UV islands plotted so I’m stuck at that point. But I assume from there if the process worked I would end up with a decent pelt of all the sub-tools. I would then create texture maps etc from my high end model. Then I’d decimate the high res down a few times and qremesher it to get even topo to as low as I can before it looses too much of my detail then call that my low poly version. Then if I understand the process correctly I’d bring in my high poly version as an append and all it’s stools and do a project from the high mesh to the low mesh?

What I don’t get is this, I made the UVs on the high poly version if I reduce the poly count and make a low poly version the maps I created on the high version won’t work because the Uv’s have changed from high to low model? If I were to retopo the high model using the Zsphere method I saw I would also loose my Uv’s on the low model right? because they were created on a high poly version with more poly’s? So how do I preserve and transfer those maps of texture and color to the low version of the model?

I hope I’m making sense with this? The crashes are not letting me get past the UV part of my high res version and when it does finish processing just before the crash it (zbrush) has wiped all my color poly-painting off the model and gives me a material only version like a clone even though I unwrapped without using a clone. I’ll try and explain this more in detail as the thread moves along if it does.

Attachments

I might be missing something, but why the hell would you want to UV or unwrap a 3 million poly model. You need to retopologise that mesh, then transfer the detail onto the new topology with various subdivision levels. Then you UV and unwrap the new topology at the lowest level and create your maps with that.

The ‘free’ tutorial you ask for are already there, right in the top row. 3 tutorials that take you through the whole process. Follow them and it’ll give you all that you want, unless as missy, I’m missing something

You … are … in … the … wrong … forum !!!

When will people learn to read!!! Post your thread on in the Questions and Troubleshooting forum and I’m sure that someone will help you out.

Don’t post here in the future unless you are posting up a tutorial or replying to an existing thread about a tutorial.

I think I understand what you mean. I’ve followed along with Josephs tutorial on creating a game asset from high to low poly using the manual topology method which seems teadious and long but well written. He mentions two other processes the new topo brush and the Qremesher but he doesn’t go into any detail on those so I have no idea how to use them or whether they would be better in my situation.

The point is there isn’t enough clear information available from Pixologic on using these new tools they add with each release and sometimes they just plain old don’t work due to bugs.

I’m now trying this long process of manual topology editing in Zbrush but I hope there’s a simpler method with good results somewhere? I never had to retopo a model I made in 3D Studio Max or Maya always got the res I needed right off the bat. Anyway I’ll follow along with Joes tutorial and see what happens. Thanxs for your vague description above it at least got me digging a bit deeper.

Would be cool if Pixologic were to write all three complete methods of work flow from high poly modelling in either dynamesh, zsphere methods to the converting of those to low poly meshes and getting all the high detail stuff on th low cages using either the manual topo, topo brush methods or the qremesher all in one place to help us newbies instead of it being all over the net in different areas or parts. I mean that’s why I paid my $700 right?

Thanx mix it’s fixed. (right forum)

The $700 is technically a license to be able to use the software commercially; learning the software isn’t covered and can be a separate investment (although Pixologic does a pretty awesome job with their free zclassroom imo). Further personal training can usually be found through services such as Lynda, Eat3D, and Zbrushworkshops, along with the community countless other 3d forums. This can make it feel scattered or perhaps overwhelming if you’re brand new to it all, but that is unfortunately the nature of the beast. Its the kind of thing where those who have been in the industry for a while are paving the way and writing the books as they go, and getting a good guide for others to follow becomes tricky because things differ from artist to artist, game to game, and the industry and tools are constantly evolving every day. Either way, if you’re ever stumped on something or have questions, this forum is meant for asking.

What you really need are two stacks of information. One that covers the tools that zbrush provides and how to use them, and the other to provide the theory behind the process of creating art assets for video games. Pixologic provides the former through their zclassroom, wiki, and the pdf documentation that is included with your install (these tends to cover new features and how to use them). The latter would be better picked up from a community that focuses specifically on game art, such as Polycount and their wiki or collective knowledge.

Similar to what Gordon was saying, the highpoly mesh doesn’t need UVs (and trying to give them some is a good recipe for crashing any system due to the amount of processing it would require - you may get lucky sometimes, but it’s always flirting with danger). Generally the highpoly mesh doesn’t even need clean topology, the big thing that matters with it is how the surface looks. That surface information is going to get baked to the texture of a different (lowpoly) mesh, so that’s the only thing that needs UVs.

If you’re looking for further information on QRemesh and the newer Topology brush, try:
http://www.pixologic.com/zclassroom/homeroom/lesson/topology/
http://www.pixologic.com/docs/index.php/QRemesher
http://www.pixologic.com/docs/index.php/Topology_Brush

Using the older zsphere retopology like the Game Assets tutorial does can feel like a slow and tedious process, because it honestly is. Automatic solutions can be fast, but the results are not always ideal. They’re getting better these days, but for now, if you want the best results possible, you’ll have to roll up your sleaves and do some of the dirtier work.

I appreciate the advice and the links to the information. I think my perception of how these tools were supposed to work is different than what they were created for.

Thanx for the help really appreciated. I just need to get the work-flow figured out and then things should fall into place. I definitely am a fan of Zbrush and it’s possibilities much more so that the other major 3D packages so I look forward to getting smoother with it. LOL.

Do you have access to any additional 3d programs (Max, Maya, etc) or would you be willing to download any such as xnormal? If so I could probably point you towards some tutorials that cover retopology and / or baking in those applications (I find manual retopology to be quicker this way, especially if you’re already used to the tools and shortcuts in those programs). ZBrush has some features which allow it to play nice with other programs like this.

Yes I do. I know how to create nice cages in both already :slight_smile: I was trying to shorten my in and out GoZ by doing most of it in Zbrush as the program is supposed to be really robust in that department now but i may have to resort to jumping around again. When I try and use the Zsphere method of retopo inside Zbrush it seems to work fine except for when auto-save kicks in or I manually save the file then all myTopo tools shut down and my model blinks in at the original stage. I have to constantly hit the edit topology button again. Also the delete point button doesn’t or rather didn’t work when pushing the alt key I figured out that it only works if using the left hand Alt key not the right also a minor nuisance.

Anyway I’ll keep plugging along with Zbrush retopo to get a better grip on it, thanx for the help.

Hi,

I saw something about GOZ screwing up in an article when 4R5 was released but can’t seem to find it now. I think mine got screwed up because i cannot open up Max or Maya with it. I get this message unable to open file: /GOZ_ExportFromZbrush?

Any help will be appreciated thanx.

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