ZBrushCentral

Move and align the edges to the edges of another subtool

Hi guys. I want to move edges of the boot’ leather exactly to the edge of the sole.
The upper part of the boot was QMeshed from the sole, so it was on the proper edge at first
But when I sculpted the shoe form, I used ZRemesher and Polish By Features (with creased edges),
so, when moving to low-poly, I lost the boot-sole edge alignment.
Is there any way to determine the edges of the boot and move them to the edges of the sole again?
Of course I move them manually but the result is not perfect. I heard about welding and Insert Mesh Brush, but not sure if that is my case.
Or maybe I should some other steps during Sculpting upper part

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Hello Stomper.

If you’ve been re-meshing and using polish features, it’s likely those two contours and topology no longer match up perfectly, as those processes can alter the form slightly. I’m afraid that “eyeballing” it into place as best as it will fit is the best you can do for what you’re talking about.

If you require perfect alignment, you could extrude the sole from the upper piece again and re-create it, as it’s the simpler of the two forms.

The more “ZBrushy” way here would be to fuse the two pieces together with Live Boolean (recommended in this case) or Dynamesh, and to sculpt and smooth away any imperfections in the join.

Also, in the future consider sculpting the shoe as a solid mass until you get the form right, and using Mesh extracts to create thin pieces of leather based on it, rather than trying to work with such thin pieces from the start. That way you’re using the strengths of the program, as opposed to trying to use it like a traditional vertex by vertex polygon modeler.

Hi @Stomper

Also, there is a ZScript here that uses the Action line to snap one subtool to another. I tried this in the latest version of ZBrush and it works fine. Works better on lower density meshes though as it easier to find the right set of vertices.

Hello @Spyndel

Saw ur reply long time ago, but didn’t answer till managed to do thing on my own.
Well, I solved the problem by extruding low-poly from the sole part again, then worked with ZModeller on it, without sculpting or remeshing/smoothing/polishing. (just turned on Dynamic subdivision to see what i’m doing in the process).

Also I discovered that advanced users often adjust such things manually by eyeballing in such cases.

I made solid upper part at first, then just isolated some polygons and deleted them to make different parts of the shoe look more realistic.

Thanks for all your advices, although I still didn’t use strong side of ZBrush (i.e., sculpting) :japanese_goblin:

Hey @zber2

Looks useful, I wiil remember this script and use if needed.

All the best, brotha :wink: