ZBrushCentral

retopo? + workflow

I have been reading the great topo Lab thread and other videos, but I’m still not making a few connections about big retopology ideas.

Attached is my current model - notice the lack of polys in face and too many in hands and feet. Model is 2mil polys at subdivision level 7. My comp prob. can’t handle much more.

  1. there is an obscene amount of detail in hands and feet, and not enough in the face. The model is 2mil polygons and I cannot even sculpt the lips. Dividing again, to level 8 makes the model have 10mil polys and my computer can’t go past 2-3mil. Does this mean it’s time for me to retopo?

  2. The idea of redistributing polygons is done by drawing new topo lines closer or further away from eachother? Close lines = focusing/adding topology to that area? Spread out lines = not focusing polygons in that area?

For example, I would not redraw many topo lines in the chest/legs, and I would make many in the face area? Is that the idea?

  1. I couldn’t get the topology painting Zscript to work so I don’t quite understand that idea. I tried painting on topology, but since your model is at a high subdivision level, zbrush just crashes because it’s painting a ton of polygons on. Yet your supposed to retopo a model from a high subdivision level right? Another tutorial said that painting topo was better becuase…it’s quicker? They didn’t really elaborate after that.

  2. When I am done will I still have all my subdivison levels? Will the model still be 2mil polygons, just that they are now all in the face or where ever I direct them?

I’ve also attached two different retopo tutorials - one has a much more detailed retopoing of the face - how do I know how detailed to go?

Attachments

my_model.jpg

tutorial_retopo_detailed.jpg

tutorial_retopo_rough.jpg

  1. yes
  2. correct denser base equals more detail in that area.
  3. Are you talking about holding down shift and hoovering over your model?
    Thats something youd rather do with the lowpoly mesh. The problem is
    that you wont see the correct face forms there and cant place your new topo the right way.
    Something i also dont know all about yet.
  4. You wont have the exact same number of polygons probably as its going
    to add up into a different number but if you use the project feature and
    a high adaptive skin subdivision you will get all the detail and polys you have
    back again. However this just if you want it.

The painted topo looks fine. You could also do it less dense as that will be
less work for you.
cheers

okay thanks.

I have started to retopo and it looks like there are a few issues. See attached images.

  1. When I turn on Projection, the model kind of explodes! Why is this?

  2. What’s the best way to do hands and feet? I was trying to box in each one, but I’m not sure how to connect the boxes to the foot. I know 5-sided areas are bad, are 3-sided triangles OK? You can see lots of triangles in the feet.

Attachments

body_projection.jpg

body_retopo.jpg

feet_retopo.jpg

  1. Play with the projection range into either direction.
  2. It looks like your having very little geometry on that area.
    Id personally prefer sculpting the base topology you have there into
    shape a little more.
    The way your doing it now its very likely youll have to retopologize again
    because the actual toes will be distorted so far to be in good form.
    Also when using so little geometry zbrush tends to flip polygons.
    Triangles are never your friend when u want to sculpt.
    Even distorted quads will work better.

thanks, Stu. Adjusting Projection Strength helped.

  1. Is there any way to sculpt my model without having to erase/redo ALL the retopology lines? I’m fine with deleting what I did for the feet and redoing the retopology lines though.

  2. See attached images. Even with a high density setting for Adaptive Skin, I am not getting much detail in the chest/back. Do I just need to add more topo lines? Any suggestions for better lines? I am kinda just guessing for the chest and back areas :slight_smile:

Thanks again.

Attachments

Page 1.jpg

Page 6.jpg

Page 7.jpg

Page 8.jpg

Page 9.jpg

if you want to sculpt without seeing the texture. then go to tool>texture>colorize and turn that off. The painting is still there, it’s just turned off. If you want it back. turn it back on.

To get more resolution in the back you need more topology in that area.

To get a better feel for how “proper” topology should work download some free models from pixologic’s site. Game Artisans, Polycount, and 3dtotal all have good SDK’s for humans that have a great starting point for topology.

thanks goast. I should examine the downloaded models at a low subdivision level to see how the topology flows? Or are there retopo color lines on the model? I just want to get a sense for HOW I should be seeing, and then I can make my own judgment about what is actually going on VS just being told what is there without knowing how to see.

What other methods of examination should I utilize?

Just like making a figure from anatomy memory rather then reference. :slight_smile:

thanks again.

Just look at the lowest subD with polyframe (shift F) turned on. If you can see how a model is constructed that way, it should be easier for you to mimic.

$$$$$

thanks!

I have been working on the retopo based on looking at other models which have already gone through the process. I am wondering how to deal with the areas where lines disappear and must be joined somehow. Could anyone give me some advices on my lines?

Attachments

retopo_back.jpg

retopo_calves.jpg

retopo_face.jpg

retopo_midsection.jpg

you can stop those edges as a tri and a quad next to one another. Having some tri’s in your mesh is fine. You just want to have as few as possible.

I had another thought - the only reason I was retopoing the model was because I did not have enough polygons in the head to continue sculpting and my computer could not handle another subdivision level.

Would it have been easier to do a local subD on the head and continue to sculpt that, and then retopo afterwards?

As it stands I am retopoing, then sculpting the head, then I may have to retopo again after that if I were to animate.

I am not animating the face so I may be ok. I was just wondering from a workflow perspective because I would be removing the nasty subD lines when I retopo anyways.