ZBrushCentral

Bridging the workflow between Concept and production model time effective solutions?

Hi.

Iv been modelling/ sculpting for some time, and constantly run into this problem for the best time effective workflow between concept, and final production mode. To explain this lets look at my software im using, and what it is im trying to achieve.

Im using Luxology Modo for modelling, and its Topo tools. I used to just produce the production animation ready base mesh from the word go, but this hindered my concept flexibility. So I started to do things the other way around.

I sculpt a head within Zbrush, Dynamesh, Zremesher until I get the concept the way I like it.

So here is now is the huge time consuming process after the concept stage, getting the concept to production model.

1: Zbrush topo tools are not up to the job
2: Modo has issues with shrink wrapping correctly, symmetry.
3: Zbrush requires all holes are filled in, creating more mess to sort after projection.
4: Zbrush projection issues such as artefacts from spiked verts, topo not always outside geometry so not projecting correctly
5: Topo loops are not being used by Zbrush projection, so them nice loops for mouth and eyes and now twisted.
6: Time consuming re sculpting, and tidying up the mesh
7: Time consuming retopology process takes as long as making a good topo head from scratch.

How do you get around these issues. Iv just spent well over 1.5 hours making a retopo for a head, it dont shrink wrap, dont, project, and made a complete mess of the edge loops on projection.

Thanks dAN.

We could look at your workflow. Maybe DynaMesh isn’t a necessary step. The ZModeler brush and its many functions make modeling fun :slight_smile: Are you upgraded to ZBrush 4R7 P2 yet?
Software provides time effective solutions for a price. If your current software/open source solutions don’t work for you, it may be necessary to dig deeper into your billfold. I think it’s always been that way.

Hi Doug.

Main issues are the time it takes to retopo as to just building a decent topo mesh in the first place, Next problem was getting back a clean projection afterward, a projection that actualy does not shift some dedicated loops like the crease around the eye lids, nose, eye lids, ears. I have just had another look at r7 and found the crease complete loop, this looks to have solved this issue which is so important. I hope Zbrush get some big upgrades in the topo department in v5, its just what is needed.

Thanks, Dan.

Re-. Do over for some reason. Importance of base mesh, very, as is a stable foundation in a structure.

re figure retopology - have you seen Wrap -
http://www.russian3dscanner.com/

not suitable for hard edged objects, of course - getting a decent workflow at the mo using ZModeller + polygroups +creasing (level!)+ZRemesher with keepgroups - splitting out polygroups and ZRemeshing selectively is useful -

retopo tools need an upgrade for sure. ZModeller is a great box modeller - but some surface poly tools are needed for good manual retopo