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Zeremesher Polygroups problem

I’m trying to use Zremesher with KeepGroups to make the low poly version of my sculpt. I created the polygroups by using the initial mask from surface noise by using Edgeloop Masked Border which creates the first result.
When I apply Zremesher with KeepGroups on Adapt, it results in the second picture where the polygroups have changed into an undesired result. How can I stop that from happening so that I can keep applying Zremesher to reduce the poly count even further?
Thank you.
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Hello @Howzer ,

To start, can you elaborate a bit on what it is the undesired result you’re objecting to?

Your stated goal here is to create a lower poly version of your mesh. It isn’t strictly necessary to use Keep Groups for this purpose, and in this situation it may be easier not to.


When you use ZRemesher to create a lower poly version of a non-hard-surface high res mesh, ZRemesher is typically only the first step. You must then subdivide and reproject the detail from the original mesh, using one of the variety of methods available to do so. The results you get may look very different once subdivided and projected.


While it would certainly be useful to have each section grouped into its own polygroup, this is going to increase the burden of things ZRemesher has to think about when redrawing the topology. The results you get with keep Groups are highly dependent on the quality of the polygrouping you feed into it, and whether or not that polygrouping corresponds to well defined edges and surfaces on the mesh. It is very effective with hard surface pieces. This piece does not have well defined edges or hard surfaces, and the polygrouping resulting from the method you have chosen to establish it may be too complex, or not especially well defined.

If ZRemesher didn’t have to worry about those polygroup borders, it may be able to draw cleaner topology that doesn’t bunch up near borders it is having trouble reading. This topology may be perfectly adequate for subdividing and projecting.


If you want to use this feature, you will need to make sure the polygroup borders you are feeding ZRemesher are as clean as possible. Look for stray polygroup fragments on the borders between polygroup islands–this will reduce the quality of the results you get from ZRemesher in that area. It may also be useful to ZRemesh at a much higher target polycount first. This gives ZRemesher more polygons to work out the shape with. It generally provides better results to ZRemesh at high target polycount first, then reduce by half.

Ultimately, it may be necessary to clean up problem areas on the results you get manually with Zmodeler functions like Point> Stitch and the Polygrouping actions.

Good luck!

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