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ZBrush Zremesher Good usage for nice topology

I made my face and I want to do a final zremesher to have a nice and good topology. To have a nice topology should I let him do all the job with the polygroup I made, or should I use in parallel polypaint to get rid of useless polygon area like the top and back of the head with a density of 0.25 for example ?
What is a good low poly res for a face ?
I intend to use 3D layers later to make my face open his mouth , do I need to plan something with his topology now ? Because I can think the polygon in the corner of the mouth will be stretch if I open the mouth later with 3D layers, no ?

Thanks for your help

Hello @123EE_M,

To make optimal topology suitable for animation or morphing, you will probably want to use a combination of ZRemesher and manual retopology, and do important areas by hand. Here’s a video from Michael Pavlovich using the new edge extrude and surface snapping features to retopologize a face.

As for the proper topology flow for facial animation, this is subjective, but a well covered subject in animation resources. You should be able to find many examples of a suitable facial topology flow.

Good luck! :slightly_smiling_face: