ZBrushCentral

trouble with decimation master

Cannot get uniform decimation on mesh on zbrush4r6 even with uniform mesh turned on in preferences. The result gives some really nasty looking tris

Decimation Master is suppose to use triangles. The point of using it is to reduce the vertex count based on high detailed areas and lower detailed areas. This is to bring a model with over a million points down to a reasonable polycount for still renderings and 3d prints.

Uniform mesh comes from using dynamesh, which is a different type of process and a different reason to use it.

If you need to lower your polycount but maintain good flow with topology you need to retopo your model and use projection and mapping.

it’s like frog said. DM isn’t concerned with topology at all, it’s only for making the lightest mesh possible without losing too much detail.

when i need a low poly mesh with good geo, i sculpt the object to whatever poly count. make a duplicate.
zremesh the duplicate as low as it can go while still maintaining a general overall shape. it can get pretty low.
the i subdivide the lowpoly mesh up to about the same poly count as the original and then play with “project all” until all the detail from the original gets properly projected onto the subdivided lowpoly mesh. bring the subdivisions down to the lowest setting and you have your low poly version.

then from there you can make normal and displacement maps for the low poly version if desired.

Thank you for the replies. But I’m not looking for perfect geometry, trust me that is not my intention. Sorry for the confusion, if I wasn’t clear. I just want Decimation master not to create tris that is so thin when decimating highpoly meshes.
Sometimes when I bring the meshes into 3dsmax or maya, theres shading errors/artifacts because of some overlapping faces caused by heavy collapsing for faces into one vert. So I want to be able to control the scale of those tris to a somewhat unifrom scale. When I saw the option of uniform mesh inside the Decimation Master preferences, I assume it does something to control the Triangle distribution. But turns out that it does no change to the mesh.

This is the decimation done in mudbox.

decim_illust.jpg

notice how the triangles are somewhat uniform in size. I want to be able to achieve something similar in zbrush.

Attachments

mudbox_defaulthead_thumb.jpg

are the two decimated to about the same poly count? the mud box doesn’t look like it’s decimated all that much.
i get similar type geo from DM after i’ve used zremesher. that gives the object more adaptive geo lines than dynamesh which DM seems to do better with. i don’t think you will be able to control the size and distribution of the tris directly with sliders.

sorry the thumbnail img was a mistake upload. I realized that the best way is to zremesh and then local subdivision on certain parts to get a decent mesh that can be later used to texture in mudbox or photoshop.

Its because im trying to come up with most efficient way of texturing high poly which later gets transferred onto low poly. You may ask me why I don’t polypaint. Good question, I just prefer to be able to do textures in layers just so that when I ever need to made changes, I can do so easily without having to do a complete overhaul.

But thanks you all for the advice