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Acheving a low poly mesh from dynamesh to qremesher

I love working with Dyna-mesh and the Z sphere functions in Zbrush but retopology becomes an issue when you go to qremesh the model sometimes if there is a low polygon count then parts of the mesh get deleted and if the mesh is high then the polygon count is very high for the character to be taken in a 3d software and animated, Is there a way to avoid the Z sphere method of re topology that takes time and do it with q-remesher to get quick results. I would like to extract the normal and displacement maps so i need the model to be at a proper low subdivision and move to a high sub division so as to extract maps

Qremesher or Manual retopo are really your only options if you plan to animate the mesh.

are you using guides and masks when doing your qremesh?

Yes I am masking the parts of the model where I don’t want q-remesher to affect the detail of, but the problem that I want to highlight is that even after q-remeshing the poly count is pretty high is there a dynamesh resolution that I can keep my model in that is low but not low that I don’t loose any details after I q-remesh the model , there have been a handful of occasions where the resolution was so low that the mesh got eaten away by the q-remesher process even after masking the areas i wanted to preserve

It seems to me, that Dynamesh have to be used till some subdivs and are not more then thousands polygons. Then you should only subdivide model.

Have you tried to model it with the adaptive skin and subdivisions, no Dynamesh? Get the form as close as possible before doing anything else, then subdivide once. Repeat as needed. Awesome process, great results can be attained without insane point counts.

Are you duplicating your mesh, Qremeshing that to keep silhouette and gross form, then subdividing the mesh and projecting the details back on?

I guess I am a little lost to what your start, mid, and end goals are.

No I have not been duplicating the model before q-remeshing let me give that a try and just an FYI my goal for sculpting is to achieve a model quickly and get the topology ready to make it ready by using techniques that will give me quick results because here is the thing I am in India and there is not that much time given to per-production that is given in other countries I need a technique where i can get the basic form, retopologise the model for animation and sculpt the model further to add details like normal map and other things

Yeah back in the day let me give it a try, thanks for the help man I’'ll let you know how it works out appreciate the suggestion

Hey guys I done some experimenting and it seems that the manual re-topology is the way to go to achieve a proper industrial quality animatable mesh, for several days now I taken into account the different ways suggested by every one and they have been helpful but in the end I have found out that the manual topology method seems to give me the best result. I would like to thank everyone who posted really appreciated all the suggestions