ZBrushCentral

Pleas

Hello,

For all Z Brash Pros!
I need help immediatly.
I have this model and I want to flatten his genitelia.
Attached is an example how it should look.
I am not an expert in the program, only basic.
How do I do it professionally and quick.
I anyone can assist would be glad.

Many Thanks,

Hello @Ilanit_Garty

If there are no subdivision levels present, then the short answer is that a brush with Sculptris Pro mode active may be able to dissolve the geometry in question by Shift-Smoothing it. There are other tools like the Trim Curve Brush or Live Boolean that can cut away geometry, but may be difficult to use in that tricky location, and are likely to produce very rough results. A gradual smoothing is your safest bet here.

You can also simply hide and delete (Tool > Geometry > Modify Toplogy> Delete Hidden) that cluster of polygons, then close the hole (Tool > Geometry > Modify Topology> Close Holes.) This will be easier to do if that cluster of polygons is a separate polygroup. This is also likely to produce rough results that will require a lot of smoothing and re-sculpting if performed on a high poly mesh.



These approaches may not work well depending on how dense your mesh is and what form it is in. It may require more than basic familiarity with the program to address. You may need to project the detail from your existing mesh onto a different version of the mesh after changes have been made to the geometry.

If the above doesn’t work, then:


If your mesh has multiple subdivision levels then read this

If you have a high poly model with multiple subdivision levels and a low poly base, then:

  1. Switch to the lowest level of subdivision.

  2. Freeze the Subdivision levels (in the Geometry palette near the subdivision controls)

  3. Remove the offending geometry–delete the polygons and close the hole, or smooth away with a Sculptris brush.

  4. Unfreeze Subdivision levels to reclaim the detail.


If your mesh is high poly with no subdivision levels then read this

It may be that you can’t sculpt it away cleanly. Dense meshes can be resistant to major changes in form. In which case I would recommend duplicating the mesh and remeshing the model with ZRemesher into a more manageable low poly form. Once it is lower poly, you can delete the individual polygons, or smooth it away with a Sculptris brush, which should now perform very well. Once satisfied with the mesh, subdivide it sufficiently to hold the incoming detail, and project the detail from the original mesh as described above.


In both scenarios, make sure to mask the area in question on the target mesh before projection if detail transfer is necessary. This will keep unwanted detail from the original being projected there.