ZBrushCentral

TOPOLOGY? What ? Why ? How ?

Hi, I am new to Zbrush. I’ve been coming across the Topology option in ZBC quite often but have only a vague idea about what it does. My guess is that it is used to generate a new mesh with more evenly distributed vertices. So if a model has too many vertices concentrated on the hands and fewer vertices on the arm, retopologizing would spread the vertices evenly, thus enabling consistent detailing and sculpting on the entire limb.

Is this correct? if it is correct, how do I retopologize? the one thread everyone seems to be pointing at leaves me confused and clueless. I would prefer a crisper and simpler explanation as to the what, why and how of topology.

!) What is topology?
2) Why do we retopologize?
3) Is it a manual exercise or is there another way to retopologize?
4) Why do I need to create a ZSphere to use the topology feature?
5) The mesh of my model is too complex upon activating the topology button. What am i supposed to do with a complex mesh like that?

Please advise and guide.

  1. Topology is the polygonal structure of your model.

  2. Re-Topology allows you to redistribute polygons so that you have a more uniform mesh. It also allows you to create new edge loops so that your mesh works better for animation. Basically, it lets you completely alter the polygonal structure of your model in any way that you wish.

  3. It is a manual process. Loosely put, you define the edge loops that you want, and ZBrush fills in the rest.

  4. ZSpheres are the tool that ZBrush’s retopology system uses to draw those edge loops. This means that the retopology features are only available when a ZSphere model is selected, which in turn means that you must start by drawing one on the canvas.

  5. The steps are as follows:


  • Load the model that you will be creating new topology for. It has to be in the Tool palette before you can begin.
  • Draw a ZSphere on the canvas and enter Edit mode.
  • Click Tool>Riggin>Select Mesh and choose the model that you’re going to be creating new topology for. Don’t worry that the ZSphere will probably be huge and overlapping it. Just go on to the next step.
  • Turn on Tool>Topology>Edit Topology. The ZSphere will disappear and your source mesh will darken.
  • Turn on Symmetry
  • Click anywhere on your source mesh. This will draw tiny ZSpheres at that point. Continue clicking on the mesh to define your new edge loops. Connect the points as necessary.
  • At any time, press A to preview your new mesh.
  • You can also turn on Tool>Projection>Projection to transfer sculpting and polypainting from the source model to the new mesh.
  • You can increase the density of the new mesh with Tool>Adaptive Skin>Density. This sets how many subdivision levels your new model will have.
  • When you have finished creating the new topology, press Tool>Adaptive Skin>Make Adaptive Skin to detach the new model from the ZSpheres and turn it into a regular multi-res model.
More info is found here: http://www.zbrush.info/docs/index.php/Topology

also,

retopologizing allows you to sculpt in zbrush without thinking about the mesh at all… almost as if you really are just doing it in clay.

but when it comes time to take that model into another app like maya for animation, the actual GEOMETRY of where edges and polys are become very important… especially if the model is to be rigged up as a character and needs to DEFORM.

so after the sculpt is done, you can go back and manually dictate how the geometry should be for deformation - get a “clean mesh”.

and then you bake the details of your sculpt back into the “clean mesh” and you have the best of all worlds.

jin

And: you can also follow the link in my signature. :smiley:

Hi. I am new to ZBrush ( using 3.1 ) and have been trying to understand how to use the Topology feature. I follow these steps:

  1. load tool ( a polymesh )
  2. Create a Zsphere
  3. Get into edit mode
  4. Go to topology and press ‘select topo’
  5. Select my loaded tool
  6. press edit topology

and then I end up with this. This is unlike what i see in videos about topology creation where the tool to be topologized appears to be masked out, and the new points are placed conforming to the surface of the tool.Instead of this I get a mesh like the one in the screen grab. Could someone tell me where I am going wrong.Would greatly appreciate it if someone could tell me the steps clearly ( I somehow can’t follow the steps in the topology and flow lab thread ).

Attachments

TOPOLOGY HOW.jpg

Thanks Aurick for such a detailed and useful explanation.I was a little confused initially, but today I followed your steps and managed to make some progress.

Thanks to the others for their insight. I really appreciate it.