ZBrushCentral

Alternative to re-project subdivisions

Hey,

I made a face sculpture with a few divisions and realized i needed a inside to the mouth. It was sculpted closed but i need to open it.

The problem is that i try to do the low-subdiv change and then re-project high subdiv information (i dont want to sculpt that again) but i get issues with some odd displacements of random vertices, and “dark” artefacts on other random vertices.(neither vertexcolor nor alpha but it looks darker than the rest)

Is there any alternative? like connecting meshes without using dynamesh or reprojection or something? and still keep high subdiv?
Or is there some magic to re-projection that i missed, or other cool technique?

thanks for your time

how is your initial model made? Proper topo and UVs or just a dynamesh?

The initial topo was a Qremesh from a Dynamesh, which i then subdivided.

You could try storing a morph target before projecting to see if you can paint out any projection errors. I suppose it depends on the extent of the errors you’re getting, but even if you have to touch up a few areas it might still be able to save you time.

If you’re happy with the face aside from the sealed mouth, you might be able to get away with just pushing the lips back a tad bit (not to the same extent as a normal ‘throat-bag’, just a tiny bit), and then isolate that area with a polygroup and delete it in order to part the lips. Then you can add a new subtool to work on the inside of the mesh. There will be a seam of course, but if it’s around the inside of the lips or gums then that’s as good a place as any to hide it (and if you’re baking externally then you can always do some manual retopology in the area afterwards).

Lastly, I suppose since the mouth is the only real difference then you could try your luck with a displacement map. Duplicate the tool (give it UVs first if it doesn’t already have them), delete any higher subdivisions, add in the mouth loops (goz, transpose, edgeloops, grouploops, etc), then bake a displacement map from the original tool and see how it applies on the clone.

Great tips man. Im going to bake it externally so i think it’s a good idea to make a polygroup and delete it.
Iv’e been working with zbrush for a while but im still trying to get my head around some modeling concepts :slight_smile:

Im going to try the morph target aswell. Painting morph weight is something i need to learn hehe.

Here is what im working on. A small personal project :slight_smile:
It began as a dynamesh face and then the project grew on me.

small.jpg

Thanks

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