ZBrushCentral

workflow: Zbrush to sculpt and retopo with Topogun

After finish sculpting a model(with details) in zbrush(from zsphere to finised). Is it possible to bring it over to another software for retopogy (eg: topogun) and then bring it back into zbrush and project all the details back onto this new mesh that is retopo with topogun?

would be really grateful for your speedy reply.
thanks a lot in advance. :slight_smile:

Disregard. My bad. Sorry.

Yes it is possible.
You can export your model as OBJ to Topogun, or you can decimate it in Zb and export the light decimated OBJ to Topogun.
Make your retopology and then export it to your 3dapp for setting UVs. (if you want)
Then import to ZB and reproject. Make sure that you have nice detail on your low poly.
You can also make UVs in ZB…
It all depends on what you want and need for your job.

Disregard. My bad. Sorry. My appologies pimeto, I mistook retopo for uv’s.

What what ? :confused: Sorry, my english is not good… but i think everything is understandable ?

Sorry pimeto! :o I shouldn’t post so early in the morning before I have at least 2 cups of coffee. I don’t know how I mistook retopo for uv’s. Brain fart! :lol:

thanks a bunch zber2 and pimeto. dont worry zber2, its ok:).

lets say i have finised retopogy in topogun and bring this mesh with new topology back into zbrush. How do i project the sculpted details to this mesh? Could you please list out a simple step by step here ?

note: i will be using UVmaster to prepare the UV so no worries about transfering UVs.:wink:

thanks again.

Hi there
is this problem solved? Would be nice to know the answer too. I am struggling with the same Problem but between Zbrush and MAX :o(
Thanks in advance
Hilmar

this is the workflow i primarily use. been getting good results with topogun.

once retopo is done in topogun- save under “subdivision/save”.
name the newly retopo’d mesh something different than your original source mesh. by default, it wants to save it as “subdivision”. i generally leave it at that.
also- in the subdivision preferences in topogun: make sure that both boxes for “projection” are checked.
after it’s saved, go back to zbrush… and here’s where it gets a bit tricky, but not too bad:

load your source tool and put it into edit mode, i.e. the mesh before the retopo. clone the mesh for good measure.
now, just load the standard sphere primitive and have it on your canvas in edit mode.
now import the new topo you just did in topopgun. it ends up taking the place of the sphere (which is why you didn’t want the source mesh on the canvas).

now, my whole process might be wrong or wonky, but this is how it’s always worked for me.

so now that you have the new mesh imported and in edit mode- switch your tool to the clone of the source mesh. you may notice that the source mesh is smaller. it’s of no consequence. append the new topo and you’ll see that they size perfectly with each other.

now it’s time to project details.
by default, if you haven’t changed anything- topogun typically saves the meshes with 3 levels of subdivision, which can be handy.

the first thing i do at this point, is to get the new mesh to have the same number of subD levels as the source. if the highest level of subD of the new mesh has the desired level of poly’s you want, then do this:
in the subtool palettle- make sure the new mesh is selected. go down to geometry and hit “reproject subdivide”. do this as many time as needed to match the subD levels.
if the new mesh needs another level or 2 of subdivison, just hit the usual “divide” in geometry.
this all sounds more complicated than it really is.

all right- now both meshes have the same number of subD levels. now we’ll project those pesky details.
basically, you’ll be walking both meshes up the levels together.
start by putting both meshes at the lowest level.
make sure the new mesh is selected at this point. use the distance slider next to the project tall button. set it to a value of .1658 or close to that (where the first 2 numbers are .16).
hit project all.
now go up to subD level 2. makes sure the new mesh is selcted and hit project all again.
do this for all the levels of subD and you should end up with the new mesh having your brilliant new goemetry and all the details of the old mesh.
you may have to do a little sculpting touch-up as the project all feature can be persnickety at times.
now just delete the source mesh form the subtool list and you’re good to go!

i think the rub here, is that topogun has that “project” feature in the subdivison preferences, which is like winning half the battle.

now, not for nuthin’- i’m not exactly a seasoned old hand with zbrush or topogun for that matter, but this workflow is what i’ve managed to get really good results with more than a dozen times so far, form simpler meshes to a couple really high polycount detail monstrosities.

i hope it’ll treat you the same!