ZBrushCentral

Professional workflow, Zbrush pipe line, how much is Zbrush used?

Im having alot of problems using Zbrush as a main tool for my character modling.

Here is what im doing:

  1. Make basic base mesh in other application, no ideal edge flow.
  2. Into Zbrush I move points, sculpt in different sub D levels.
  3. Make new topology, the problem starts!

I need a inner mouth and inner eye socket. because the base mesh didnt have this Im now stuck, Zbrush cant extrude and make such geometry, more so I need the mouth slighly open. So i go ahead and make the topology and dont close the mouth, I project the detail and all is fine.

I have no choice but to take the base of my new topology into another application, and add whats is missing. When I bring this back and try to use this new topology to project the details back, it all messes up, no matter what method I use, projection from rig, Project from Zproject brush, or even Project all function from the Subtool menu. Even more of a problem is I cant get close enougth to build topology for the inner mouth, eyes or fingers and toes.

How much of Zbrush do you use, At the moment im thinking Zbrush is quite a way from being a all in one functional tool?

Zbrush has never made any claims about being an “all in one” workflow soloution for a “professional” animation centric workflow. Each release brings more tools for increasing it’s flexibility, but it still works best in supplemental fashion to a traditional modeler/animation package.

For a “professional” workflow, you would be strongly anchored in another application anyways, for having to lay out UVs in a much more deliberate fashion than ZBs mapping solutions, which are impractical for most “professional” workflows.

Z’s retopo tools are great new functionality, but they are young and still riddled with issues. If you have a top tier modeling package to fall back on, chances are you have more reliable tools for this sort of work.

That said, you should seek out some of the guides on topology, and any guides on back and forth between Z and the specfic application you’re using. Each one interacts differently with ZB and has its own issues, and Ive been using projection and retopo much more succesfully than you seem to be doing. Theres really no way to know what specific problem you might be having without a ton of additional information, which would be better directed at the troubleshooting forum.

Z is very flexible, but the side effect of that is, it can be unpredictable. There’s no one-answer substitute for weeks of practice and testing working back and forth between Z and the application of your choice.

Hi, thanks for your reply.

Iv been working between Zbrush, Modo and Hexagon. I can build a good topology by hand, poly by poly method, but I can only do this in Hexagon at this time as I dont know Modo well enougth. What I like about ZB is the new topology when drawn, forms againts the shape of the base mesh. As you well know, doing the poly by poly method where you have to position every single poly in 3d space, takes a long time, and for me is very hard to get the correct overal form.

I have spend weeks, 9 to 16 hours at a time trying different methods to use Zb re-topology tools, but somwhere along the line somthing goes wrong, either the symmetry gets lost, or should I decide to modifi the toopology in another application, Zb has great trouble projecting the detail back on.

I was having a good think last night, and come to the conclusion that I need to take on the following workflow, let me know how this sounds.

  1. Make basic base mesh, little to no directed edge flow.
  2. Bring into ZB and form a very basic sculpt highlighting major forms only.
  3. Clone the base mesh and have one for projection, other for toopology start.
  4. Hide and delete hidden all areas that require good edge flow i.e Face, neck, chest, back, stomach, leaving the hands and legs only.
  5. Use the edited mesh as the starting point of the new topology and build from there.
  6. Project the basic form onto this low poly mesh and make my new Adaptive skin.
  7. Being I havent added no detail yet, I will then export this base to Modo to redefine extra loops, and directive edge flow. While in modo shape the eyes, nose and mouth, building inner mouth and eye sockets. Once base is 100% complete, make Uvs and export to ZB for finnal sculpting, texturing and displacment mapping.

This kind of goes againts what I wanted to use ZB for, natural flow and creativity, but I guess this isnt to be yet. I have posted in the other forum but have had no responce, so rather than trying to get a fix for the Zb faults, I came here to get others thoughts on what works for them.

IMHO you err in step one. There is no substitute for a good start. Your base mesh has to be in perfect shape/flow or you spend 90% of your time in every step later on fixing issues. UV Issues, edge flow issues, shader issues, deformation issues. The base mesh is the key of the subdivision modeling workflow. And throw Hexagon away and concentrate on MODO. It’s the mightier of both apps and offers you more options.
Cheers
Rainer

I suppose what it is, I liked the way ZB3 was advatised. Be free, sculpt, form, paint and worry about the topology and Uvs later. Over the months these dreams have crashed, resulting in me working the way I did in ZB2, :(. Im not a professional, im a hobbiest/artest that wants professional results.

You could say iv learnt the hard way relying on ZB3 new features as each time iv started from scratch to overcome the last flaw iv hit another one. This time iv got the good base, got the details, got the poly painting and now the point order gets messed with when making Uv map.

If anyone knows of any other issues I mite hit can you please tell me as I cant keep doing this without any finnal results. Now im having to build 90% of my base finnal topology in Modo and UV it right there and then, I cant think of any problems happining now other than the symmetry being lost in ZB.