ZBrushCentral

Dmitrij Leppée Sketchbook

Recently a video pitch of the software I’m working on with Vida Systems got published, and since some were wondering what is it I do here it is:
I am a modeler/texturer of all organic assets for the program.

www.youtube.com/watch?v=R_n15f6oueYUntitled-1.jpg

Soft looks promising. Great portfolio, really impressive works. Thanks for sharing all the breakdowns.

Hey Cherub! Just wanted to say I really enjoy your stuff, been lurking on your thread for ages:) Peace

Thank you! :slight_smile:

Ryan got me so pumped up with his “game changer” comment, that disappointment is probably much worse than it would be if I hadn’t thought of Zremesher as of God’s miracle. It’s a cool algorythim but I still don’t see how it can be incorporated into an animation workflow. It doesn’t give me edge loops on most occasions sadly but edge twists as in example :frowning: If someone can help me sort this out and regain faith that it is more than just a clever algorythm that is better than Qmesher, but not really animation friendly on the fly retopo, I would be immensely thankful. Cheers guys!

sadness.jpg

Attachments

sadness.jpg

so is the mario above retopoed using the new remesher?

I get the twist quite often in my tests as well.

Are you giving it any control loops?

I would say try some control loops using the brush.

I didn’t even know it was thought of as a ‘one-click animation ready topo’ button. I just figured it was a function to replace the old remesher in the dynamesh->quick retopo workflow.

Thank you guys, here is the answer Aurick provided:

It has to do with the math behind ZRemesher. Apparently it’s extremely complex to get true loops rather than a spiral. Math can be funny sometimes! This will only affect long cylinders such as arms and legs. It also something we’ll be working to improve in future releases, provided that we’re able to maintain high quality and speed.

I’ve seen a user report success by the following:

  1. Make a copy of your model.
  2. Use a brush with tight parameters to carve a line where you want your edge loop to be.
  3. Use ZRemesher.
  4. Project the details from the original mesh to the new one.

The reason this works is that your “bracelet” is seen as a significant change in topology, requiring edge loops. So that area gets built first, with the desired loops.

By the way, one way I just did that worked a treat was to (on the copy of the model) use a higher resolution DynaMesh and the CurveTube brush with a small draw size. Since dragging off the model while drawing your curve tells ZBrush to make the curve into a “bracelet”, I was able to very quickly add three such rings to a character’s arms. One ring was at the wrist, one at the elbow and the third close to the shoulder. Unmasking the model and doing a quick remesh gave me enough change in shape at those places to dictate true loops along the entire length of the arm.

I’m off to try it! :slight_smile:
P.S. Yes, Mario was remeshed with Zremesher.

Hi Zbc! This is my new work, a tribute to Nintendo.

CloudsLow.jpgSuperMarioProgress.jpg

Attachments

CloudsLow.jpg

SuperMarioProgress.jpg

How did you separate the straps? Was that part of ZRemesher?

I’ve retoped in 3d coat, Zremesher didn’t give me what I wanted (spirals remained if not on arms then on fingers and so on). The only thing I did use zremesher for and worked good for what I needed (animation ready topology) was the hair.
The straps of the trousers I’ve built like this: Imported the sculpted mesh into 3d coat, built trousers topology on one layer and straps on another, then exported the new topology to 3ds max and connected the two (shell modifier and further tweaks followed).

Ahh I see, thanks! I love your breakdown, because it shows that soon enough (with an even more optimized ZRemesher and UV Master), we will be able to just sculpt to our hearts content with dynamesh, hit 3 buttons, and BAM! animation ready, UV’d mesh :smiley:

I hope so :slight_smile:

Bowser redesign. Zsphere base, Zremesh and final sculpt in Zbrush render in Keyshot.
Progres1.jpgProgres2.jpg

Attachments

Progres2.jpg

Progres1.jpg

the last film I was on, I attempted to us the autoretopo with the the same results, spirals Spirals EVERYWHERE. haha, lost a lot faith in it after that. its far from perfect, people need to understand that it won’t give you final topo, nothing like good ol fashion hand retop can :slight_smile: and nice bowser

I agree, thanks for linking my Bowser :slight_smile:

Super Mario VS Bowser diptych
Both models were started from Zspheres, modeled and textured in Zbrush, Mario’s retopo in 3D coat and Bowser’s with Zremesher. UV’s with UV master, and posing with Transpose master.
Rendered in Keyshot.

Diptichlow.jpg

Attachments

Diptichlow.jpg

Very cool Cherub. Makes me think of those days in the past when you first encountered Bowser in M46.

Thanks JL-Art! :slight_smile: Yeah, I love those games.