ZBrushCentral

Best way to improve this topology?

http://pici.se/pictures/TpPLiIBwL.jpg

I’m working on this sculpt were I first had the head and the beginning of the shoulders, and decided to add a suit. Everything in one piece. So, the topology of the head is laid out just how I want it, but the suit part needs edge loops(like i’ve drawn in the picture) so that I can make the lapels properly.

What’s the best/easiest aproach to this?

Is it possible to just isolate the geometry where I want the loops and let ZBrush add them? If so, how do I select those parts?

Or do I have to retopologize the mesh again? And if so, is there any way I can build upon my old topology, so I don’t have to mess with that again(taking the mesh into Maya is not an option as the lowest subd level is too dense)?

I am no expert, but i imagine you could make a unified skin, project the info back onto the new mesh and export that. If you want to retop in maya.
Or decimate it then export it…

Or append a zsphere as a subtool, selct mesh, and carry on with the existing partly done topo.

Sorry if this is a stupid question, I havent used ZBrush in over 2 years, but how do I project the info to a unified skin? Is it also possible to get lower subdlevels back this way(my mesh is uneessarily dense in places because it’s partially subdivided)?

thing is you dont need to worry about getting lower subdiv levels back. When you get your complete and simple retopo mesh, it should be quite low poly, so you will append that as a subtool and go through the quick process off projectall, subdive, project all until your happy. If you are unsure have a look at the wiki.

Ah, I see what you mean now! Thanks! :slight_smile: