I have created a model in zbrush using some pretty sloppy sculpting (just dragging out a sphere using snake hook)- I’m very happy with the model despite it’s obvious imperfections (holes etc, all of this is cool with me although I understand from a technical perspective it may be causing difficulty)
The problem that I am now running into is that zbrush does not like to UV unwrap the model as is (takes a very long time and program freezes) - so I imported the mesh into modo, cleaned the geometry and re-imported into zbrush- I still had problems with the mesh so I dynameshed them then zremeshered them and then unwrapped with polygroups preserved and I finally got a usable UV map (see below)
I would like to be able to make meshes this way, quickly/sloppily pulling at a sphere even if it results in sloppy geometry - however I would like to figure out the most efficient workflow for optimizing the sloppy/overlapping geometry created by just attacking a sphere with with snakehook-
Can anyone recommend a good workflow that easily take a sloppy model, and optimize it to a point where it is simple/organized well enough that it can easily have it’s UV unwrapped? I’m basically looking for a mesh optimization technique that is more or less idiot-proof that could be applied to a mesh with a lot of problems and just get it to work EVEN if that means smoothing the mesh out to the point where it looks very cartoony.
I’ve attached reference images below of the mesh , the mesh decimated, cleaned,zremeshed- an image of the original mesh uncleaned/unoptimized- and an image of the final UV unwrap from the decimated/cleaned mesh
Any suggestions would be infinitely appreciated
Thanks so much!