ZBrushCentral

Topo Workflow

Hello,
I’m new to zbrush and I need to understand something.

I do a lot of tuto for Hard Surface, but all instructors finish tuto in ZB with million of poly.
So, what I do :

Dynamesh :

Basic retopo with Zsphere :

Crease edges :

Subdive and put details :

Do I need to do new full retopo include details to use in 3D software?
If there is a lot of details, it can take week…

Other things :confused:
For test, I have exported creased obj with 3 subdiv to Maya and I lost crease edge.
I don’t understand workflow.
In ZB there is crease and in 3D soft I need to put new loops or bevel for all hard edges I want?

niriv.

Attachments

01-Dynamesh.jpg

02-ZSphere_Retopo.jpg

03-Crease.jpg

04-.jpg

Click “zremesher”…jobs done

ZRemesher do nice job, but you have no control about loops.

Agree with you. Zremesher is fine for quick retopo and in some cases the result of it could be OK to use for final shots, but personally, for the most part I do retopology manually. Regardless Zremesher guides and a bunch of settings it is still hard to get exact topology you need. Plus it has some bad tendencies such as creating spirals (even regardless your guides) and a weird ways to cap the circular topology. So if you try to modify its result later in poly-modeling software it might turn into big headache.

The proper workflow depends on your final target. When I have just a little time or the model would be placed far away from camera I simply decimate it. If I need very clean result and lots of flexibility (having sub-d levels in my rendering program, perfect UV’s etc) I export concept sculpt to favorite modeling package (in my case it is Blender) and build a whole new model with perfect topology, supporting edges etc, using sculpt as a guide. And yeah, it might take a while.

Creasing vs supporting edges loops. These are just two types of workflows. In first one you get more even topology, but to create nice smooth bevels you will need to subdivide your model more. With supporting edges you add additional geometry along the beveled edges, so one or two subdivisions would be enough to make a piece look good. So the rule of thumb is: if you have a simple smooth shape - use supporting edges, but if you plan to sculpt additional details or scratches on it (which would require adding five or six subd-levels), rather use creasing, otherwise this additional geometry from supporting edges will impact your polygon count.

As for importing crease edges - I don’t use maya for modeling, but if I remember correct, there should be a plugin for that. But regardless, you can always mark your crease edges straight in maya, so not a big deal here.

If you just want to reduce the polygons and retain the detail, and you’re not animating it, try Decimation Master. It rocks.

But if you want to to do a low poly and bring it into say substance painter Decimation is not idea since the UVs will be terrible right? So Decimation master and then Zremesher or just take the decimation object into say 3D-Coat or Blender and retopology over that for the low poly? Then after that bring it back into Zbrush to project details and create maps?

Decimation master is capable to preserve UV’s. Though depending on the object complexity and the level of decimation you need to be ready for some issues. I don’t know about Substance painter, but when I was preparing this wooden road for my project, I painted the texture map right in Zbrush with polypaint and decimated each plank from 9 millions of polys to ~45k triangles. Overall the UV’s transfered nicely except some weird spots along the seams. http://www.zbrushcentral.com/showthread.php?174787-Vir-Norin-Sketchbook&p=1090621&viewfull=1#post1090621 But as you can see the result is decent and not really noticeable. And maybe if painting directly on UV’s in Substance painter this wouldn’t be an issue.

As far as I know using Decimation master before doing Zremeshing is only for performance sake. Same with exporting detailed sculpt to another application for retopology. Right, you can retopo in any program you want, then just re-import it and project details.

Not trying to hijack the thread and appreciate the reply but how do you preserve UVs on decimation master? In these cases they started out as Dynamesh so they are always high poly. Again not to hijack this thread I will just start another one since part of the workflow is confusing me as well.

There is an option right at the top of the Decimation master sub-palette. If I remember correct the “Keep UVs” button is right below the “Freeze Borders”. Sure, to maintain good UVs you need to have a good layout (just a few texture islands) and not automatically generated such as AUV or PUV tiles (since in this case Zbrush creates an UV island per polygon). So during decimation Zbrush will fail cause basically you ask it to perform two totally opposite tasks: reduce polygon count but preserve a bunch of UV islands composed from single quads. Sorry, it is hard to explain and my English isn’t that well. I suggest to try it yourself and see how the final decimated UV looks like.

Starting with Dynamesh doesn’t really mean always having dense meshes. You can start with relatively low resolution, enough to describe the basic shape of your model and then use regular subdivision levels. Regardless the polygon count, I think UV master is able to do a decent layout that might be decimated later. I believe the main thing able to cause problems during decimating UV’d models is not a big polycount, but rather complexity and amount of UV Islands

No Decimation for the moment, it’s for movies or cinematic.
A friend give me Gnomon dvd about modeling for production, I will check this…