ZBrushCentral

Cleanly extract

1 was extracted using “maskrect”.

It is not flat like the picture.

・ Transpose
・ Trimcurve
・ Slicecurve

I tried to flatten the flow with the like, but it will extend to the back like the image of 2.
If there is a thick, it could be flattened with “trimcurve”.

Next, I extracted the pattern with “maskpen” as shown in image 3.
Extra places have been cut out besides the mask place.
In addition, when it was cut out, it was uneven.
Using Polish By Features immediately after extracting became a smooth surface.
However, the detailed pattern has been crushed.

How can I do “extract” beautifully?

Is not because the pressure of the mask is not evenly applied?
In that case, I do not know how to apply pressure evenly.

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Hi @beginner!

To be honest, I’m not certain what I’m looking at in every picture here. Why don’t I give you some general tips and see if they help. If you still have some issues, try posting some very specific pictures showing the masked original mesh (with polyframe if possible), and a picture of the resulting mesh, but zoomed out enough that I can see the issue you’re unhappy with in the proper context. It may be useful to limit your question to a single issue at a time.



Mesh Extract accuracy is influenced by:

  1. The resolution of the source mesh. Higher poly meshes create higher poly extracts. Higher density meshes will allow for much crisper masking, which will in turn produce more accurate extracts. However, in some situations it may be beneficial to produce a lower poly extract from a lower poly source mesh.

  2. The quality of the topology of the source mesh. If the surface you’re extracting from is uneven, the extract will also be uneven. Haphazard topology may make it difficult to cleanly mask, and therefore produce a less accurate extract. Masking over corners and sharp edges may complicate the normals in the resulting extract, resulting in “twisted” or deformed areas in those locations.

  3. The quality of your masking. Keeping in mind the above points about the mesh density and toplogy, you can also apply masking as an Alpha.


  • There are many, many ways to apply complicated masking in Zbrush. If you can get it masked, you can extract it.


You seem to already be aware that extracts can be flattened with the:

  1. Curve Trim Brush. Be aware that this flattens the topology, but does not alter it, resulting in “smashed” geometry. You will probably want to remesh an extract flattened this way with Dynamesh to remove that smashed geometry.

  2. Trim Curv Brush. This will actually alter the topology and cut away the excess geometry. However it has limitations, and works best on simple closed volumes. It will not know how to accurately close geometry on a complicated shape with negative spaces (like the hole in a doughnut), so another approach will be needed there.

1 Like

Thank you for your reply.

I learned a lot.

It turned out that it is good to use alpha for complicated patterns.

The first image is creating a swimsuit.

・Mask lasso
・ Mask circle center
・ Mask rect
I masked “high poly mesh” with these.

Irregularities were made at the boundary when extracted.

The upper part was solved by “trimcurve-> Dynamesh” that you told me.

The area around the thighs can not be used in the same way and remains uneven.
How can I solve it?

PNG
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Well, in most cases an extract is created as a base on which to do further sculpting. So you could simply smooth and sculpt the mesh as you would any other. It depends on whether you need the nice, cleanly separated polygroups created by the extract operation.




If you decide you don’t need those cleanly separated polygroups, you could simply Dynamesh the extract, making the surface more suitable for sculpting. Dynamesh can preserve the general location of those polygroups, but it will change the topology and they will not be as cleanly separated as they are now :frowning:


OR…


Click to read about low poly vs high poly--condensed for readability

If you need those nice clean polygroups, this could be one of those times when it is better to produce a low poly extract from a low poly source mesh. Low poly meshes:

  1. Resist distortion better than high poly meshes. The fewer points on an edge, the smoother a curve it will make. High poly meshes are MUCH more sensitive to changes, which is why they’re excellent for sculpting fine detail on, but will also tend to distort with major changes.

  2. Are easier to crease. Larger/fewer polygons makes it easier to isolate and crease individual poly clusters. Extracts already come with some creasing around the edges, which will ensure those edges remain hard when being subdivided.

  3. Are easier to Polygroup, and polygroups make meshes much easier to manage.

So you could create the extract at low poly, make sure all the proper desired edges are creased, then subdivide it up high enough to sculpt on. This will give you a nice multi-resolution mesh with those clean polygroups preserved even at high subdivision level. And since the geometry was created at a low level of polygon resolution, the edges, once subdivided, will tend to be much smoother/more even.


Also…


Click here to read about creating a mesh directly from an alpha.

In the case of that complex shape you’re extracting, if you have an alpha, and it doesn’t need to conform to the underlying mesh, you can also create meshes directly from the alpha with the “Make 3d” function in the Alpha Palette, or with the Snapshot 3d function in Spotlight.

Since you are Extracting that complex shape from a simple plane, it is probably a good candidate for either of these tools. If your alpha has sufficient quality, it will probably produce much cleaner results this way.


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You might experiment running Zremesher on your extract with Zremesher set to detect edges. This will give you some good topology you can take into the deformations panel and use the polish slider on it to even out the edges.

If the edges of clothing get too soft from polishing you can try to slightly inverse the inflate slider (in deformations) which will tighten up the edges. Then do another Zeremesher to make it nice and clean. I’ve used this method on hair extracts.

Otherwise as stated above do an extract from a very dense mesh. You can always run Zremesher on a high poly model to knock the polycount back down.

Hope that helps!

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SPYNDEL

Thank you for the advice.

The distortion was eased when I worked with low poly.
Adjusted with [Snake Hook] [Zmodeler].

ZAKCAT

Thank you for the advice.

It is a question,

How many target polygons counts should be made when [DetectEdges] is selected?

Next is about [deformation]. There are 3 types of [deformation]. Which should I use?
And there is a volume maintenance option in [deformation], but which should be done on or off?

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General advice:

In my experience, having cleanly separated polygroups of the kind that are naturally generated by Mesh Extract is a much more powerful way to preserve edges than detect edges alone when ZRemeshing. Using the “Keep Groups” option in ZRemesher with those well-defined polygroups should produce very good results.



You are looking for a balance between polygon reduction, and ZRemesher’s limitations. If you set too low a target, Zremesher may have trouble preserving the edges you want. Give it enough polygons to work with for best results.



From the documentation on the Polish deformation:

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SPYNDEL

Thank you for your reply.

I learned that after Mesh Extract, using ZRemesher with Keep Groups is a good result.

And when using 【Polish deformation】, I learned that crease and poly group are important.

I created a poly group. Next I added crease to the border.


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Next, with the volume maintenance option ON, [Polish] [Polish By Features] [Polish By Groups] was performed.
All have shrunk.
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Is the usage of [Polish deformation] correct with this?

It is correct if it’s getting you results that you’re happy with. :slight_smile:


Also, may I say that you have a very focused and efficient way of requesting and verifying information. I appreciate the effort you put into your communication.


You could clean up that area where the underlying mesh is showing through by either smoothing the character mesh in that location until the surface recedes, or by running a low-intensity Inflate brush over the garment in that location. If the garment has subdivision levels, performing that operation at the lowest level of subdivision would reduce the potential for local distortion.

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Thank you for teaching me.

I understood how to extract cleanly.

Just checking in. Looking good Beginner. Spyndal is far more experienced than I in Zbrush and I just learned a whole lot from him reading this thread.

As an aside if your going to do extensive work in clothing design you might want to check out Marvelous Designer. It costs money but it makes clothes like a clothes designer would drape fabric over a mannequin with realistic folds. and simulates realistic gravity for light cloth, leather etc. If your doing form fitting costumes Zbrush is just fine.

Good Luck!