ZBrushCentral

How fix artifacts after projecting details?

Hi! I created a mouth bag for my character using a Boolean operation, and in order to recapture my subdivision levels I duplicated my mesh, Used Zremesher, then subdivided it and projected the details. I didn’t see any problems so I continued working on it, adjusting and sculpting the mouth and polypainting it, but then I realized there’s a terrible clump of artifacts at the fork between two fingers. I know about the morph brush technique, but that only works if you set a morph target and I didn’t notice this problem until I did about another hour of work. It’s localised to a very small area. Is there a way to delete the mesh and re-create clean geometry to fill the hole, perhaps?

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Hello

From your statement, I assume you’ve already seen this video.

An image would be helpful here, but if there’s a “hole to fill”, this may be the result of needing to increase or even max the value of the “Dist” slider in the Projection menu. What you can do is mask the target area, then invert the mask (ctrl-click in empty canvas space), then reproject then detail with the new settings from the high detail source mesh. Because everything but the target area is masked, only the target area will receive projection, preserving the work you’ve done elsewhere on the mesh.

It’s important to follow the subdivision level by subdivision level procedure on this page when projecting from one mesh to another, as this will minimize the sort of artifacts generated when you try to displace detail too drastically from a mesh in a single step.