My name is Kristoffer callname HumbleBee. The content in these forums is amazing. I dare not post my work yet, but I´ll start my forum life by asking a question. I have really bad geometry around an eye and I was wondering what I should do to make an even nice line…the answer could be helpful in the future as well. Im attaching an image for you to see. I would love to get some feedback on this as soon as possible as I have a deadline for the challenge Im in…what is the procedure to fix this?
Hi Kristoffer!
I’m by no means an expert in ZBrush (just only starting to get the hang of things), but I would suggest using the trim lasso brush to clean up the bumps, or try the smooth brush.
Or, you could use the zsphere-retopology method to give you a simplified version of your sculpt. You can then subdivide the mesh several times and add the details back to the face, but without the imperfections.
BTW, why do the eye sockets look like they go all the way through the back of the head? Is it just a face, or did you hide the hollowed sockets?
Either way, I hope this helps some.
Welcome Kristoffer.
Your eye sockets appear to be holes in your mesh. Unless you have specific reasons why it needs to be otherwise, it would greatly simplify your work to make the mesh a solid mass, and the eye sockets simple cavities in that mass. It is difficult to sculpt around and manipulate the edges of open mesh holes, and it will complicate a number of processes in typical zbrush workflows.
Try sculpting on a solid mesh, and seeing if the situation doesn’t become more intuitive for you. If you still have trouble, let us know for tips on technique.
If you require that the mesh have open holes there, this is something that can be done in a retopology process, after the sculpting is done.
Hi Skyways128: Thank you for your message. Yeah, Im just starting out too. I will check out the brush you were talking about. No, it is only an illusion because of framing. They are in the right place:D. To solve the problem I will fill the holes with geometry. You can do that in Geometry dropdown. (You can´t have any subD then). It will make my life much easier.
Spyndel: Thanks. Yeah, I closed the holes. What kind of workflows dont work with holes for example? Zbrush is awesome, there is alot of complacated things to know and master…like hard edge modeling and all the maps, but I saw R7 summit and it looked awesome! I need to learn the more advanced things when I get a hang of it´s system and structure.
If you want for example simulate paint on a body, what would the tools for that be? Can you UV map a character and then polypaint it and then project that onto the UV:s and then let´s say import it with texture into Modo?
Zbrush is awesome, there is alot of complacated things to know and master…like hard edge modeling and all the maps, but I saw R7 summit and it looked awesome! I need to learn the more advanced things when I get a hang of it´s system and structure.
You won’t learn it in a day. But you can learn something every day. Just focus on learning how to achieve one task a day, with anything else you pick up as a bonus, and before you know it it wont seem so overwhelming anymore.
Can you UV map a character and then polypaint it and then project that onto the UV:s and then let´s say import it with texture into Modo?
Yup!
What scanner hardware and software are you using?
I just learned how to create UV:s. Really cool. Thanks Syndel, yeah, its a little overwhelming at first, but I´ll do as you suggest it. Its really a good way of thinking. I have a question, should I decimate the character before or after polypainting? Will the decimation alter any of the painted texture?
MentalFrog: Scanner? Software? What do you mean?
I’m curious to see your wireframe.
Mental Frog, I wont show you the wireframe yet because its not optimized, still in a couple of hundred thousands polygons. I´ll show you though a WIP of the sculpt. Hope you like it. My first figure ever:) Im really proud of myself and gotten more confidence regarding my own progression. Tell me what you think, Im curious.
Attachments
And here is a wireframe of the topology. I tested the Remesher which is a brilliant tool for decimating and topology parts of the process. I think it looks pretty cool so far and has good flow. I will import it into Modo for rigging. I will also create a normal or displacement map to put on top of this mesh to get the details from the sculpt:)