ZBrushCentral

Can I somehow connect neck and torso, without ruining the topology on the head

Hello!

I’m new to Zbrush, using it for 2 weeks or so.

I’m doing my first ever sculpt by vaguely following a tutorial from Udemy. The problem is inthe vaguely bit lol - I either skipped the “body and torso connecting part” , or guy didn’t do it at all :slight_smile:

The model is almost done.

My plan is to create hair in Maya, retopo clothes and gear in 3ds max, texture in substance (and do some renders in 3ds max), then rig in Max and import to Unreal 5.

I got lucky with Zremesher and got a really good topology on the head. I’d like to save myself some time and not do the daunting manual retpology of the head / face.

I know I can connect this by dynameshing it, however this way I can forget about topology on the face and gotta retopo again. Is that the only way? :smiley:

this is the current state of the sculpt

Hello @Judge_Crow

Live Boolean can also be used to fuse meshes and has the benefit of only changing the topology where the meshes intersect and new edges must be drawn. All other topology is untouched.

This is likely to create problem geometry at the intersection that won’t perform well when subdividing or sculpting. If the meshes are low enough resolution when you fuse them, it would probably be a simple matter to go around and manually clean up the geometry around where the meshes were fused by hand.

To protect an area from changing with an automated remesh with ZRemesher you can hide the section of the mesh you want to protect, then use the “Freeze Borders” option to keep the vertices around the open mesh border unchanged. However this is also likely to create much rougher geometry around the border than it would otherwise. You may need to move that border someplace where the impact would be minimal and/or do a bit of cleanup work.



Remember here that your end goal is to create a fused low-poly volume in order to subdivide and re-project the detail from the original. If your base level topology is low enough poly, it will be much easier to manually adjust the topology as you see fit. The form of the base mesh only has to be accurate enough so when it is subdivided it can properly recapture the high res detail when it is projected from the original mesh using one of the various methods.

:slight_smile:

Thank you! This worked like a charm :slight_smile: