ZBrushCentral

Creating High Poly Geometry

Hi,

When I have been creating some assets for the unreal engine I have started by creating a low poly version in Maya. I had intended to import these low poly versions to Zbrush and create a hi poly version with detail for a normal map to then bake. The problem is however that the assets I have created are things like tables where there are is no even spread of geometry. This causes problems in Zbrush as subdividing still leaves the spread uneven (no square polys) and so my sculpting is really poor. What I’m looking for is an easy way to divide geometry into squares that is good for sculpting (no zigzagging). Does anyone have any ideas?

I’ve tried Dynamesh, ZRemesher and things in Maya but had no luck so far.

I know its probably best to just start with the hi res version in Zbrush but I’m waiting for 4R7.

Thanks

(I can post images if this is not clear)

I would duplicate the low poly imported object into a separate subtool. Remesh that object then with Zremesher or otherwise to have more evenly distributed square polygons that are friendlier for ZB sculpting. Subdivide that object, project the form from the original object onto it, and do your high poly detail work on the duplicate with its polygon distribution that performs better for sculpting. Then subdivide your original object (with its stretched topology, you may have to subdivide it to a fairly high level to hold the detail from the newly sculpted object), and project the detail from the duplicate object onto it. Then you can generate normal/displacement based on your your original object/UVs.

If you want to skip the first remesh/projection, just duplicate a verion of your object and manually slice in new polyloops with the slice curve tool wherever you think is necessary to add better poly distribution.

See the following for projecting detail in ZB:

http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/transferring-detail/

If you’re not on an extreme polygon budget for your output, you might want to look at adding an edge loop or two here and there for better polygon distribution. This will make it a bit easier to project the high poly detail onto it when subdivided.