ZBrushCentral

Unavoidable topology?

Hi,
So sometimes I need more subdivs on my head areas and normally select the head and subdivide that area. But it makes horrible seams that I can’t clean it up. (see image)
The other issue is I need the total poly count to be around 1 million for Maya. So I need as much res on the head, and the least on the body. (getting fur)
Any one know how to deal with this?
Thanks!

Hi @louvfx ,

Yes, unfortunately locally subdividing is a quick and dirty solution in most cases and will make the mesh topology much more difficult to work with. Can be useful if the transition isn’t someplace it’s going to be noticed, but problematic otherwise.

For the best results, the mesh should be retopologized at the base level and optimized to deliver more polygons where needed, and away from low-scrutiny areas. Then when it is subdivided this effect will be multiplied many times over at high res.

A procedure like this is best performed towards the end of a process when the form and topology of your mesh is mostly stable and not expected to change further, and you’re ready to begin fine detailing work. Transitioning to a multi-res mesh at some point is needed for the highest detail potential in ZBrush, as well as for the best results when posing, unwrapping, and creating textures. In those situations this would need to happen anyway. So it is good to view ultra fine detail creation as a late-stage activity.

You can do this several ways:

  1. Manually retopologize the mesh. Simply draw more polygons where you need them, and less where you dont.

  2. Use Zremesher with the “Use Polypaint” feature to paint the desired polygon density in an area with different shades of polypaint. ZRemesher will take this into account when it re-wires the mesh, and attempt to move more polygons there.

Now you have a new base mesh with clean quad topology and less problematic transitions between areas of varying density. Subdivide as desired. You can transfer existing detail from the original mesh using one of the available methods.


Alternatively, you could use HD Geometry. This feature allows you to create much higher res “virtual” geometry in an area, but the feature has significant limitations, and will limit what you can do with a mesh. It is most useful for either native rendering or capturing high frequency detail in maps.

:slight_smile: