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broken geometry and flipped normals issue

Hi! I’m brand new to ZBC and still getting the hang of Zbrush, so I’m going to try my best to use the correct terminology and detail what I did and where things went horribly wrong.

I’m making a realistic lime. I started in Maya with a sphere (which was my first mistake), modeled it into a lime-ish shape, unwrapped it, and brought it into Zbrush. I was under the impression that it would still be okay to have tris where the poles met so long as the lime wouldn’t be animated. The lime’s topology divided fine all the way up to and including division level seven, and I started to add all the detail, and eventually used Spotlight to polypaint. I used the inflate tool at the ends at level seven to give the skin a more bulbous look to match the projected texture. I noticed then that the geometry looked a little strange–maybe like the inflate had sort of penetrated itself or was clipping, but (second known major mistake) I said, “Surely this won’t matter!” and kept going because it was only noticeable when zoomed in very far. I got the lime the way I liked, created a texture map and displacement map, then used GoZ and imported it to Maya. I immediately noticed that the low poly model’s end (where I did the inflation) looked like crap. I knew then it’d clearly need to be fixed in Zbrush, but decided to do a test render in maya to see what I was working with. The displacement looked pretty awful even in the “good” areas, and I lost a lot of the detail from Zbrush. Maybe that’s normal, not sure. The end with the jagged topology looked super messed up. I went back into Zbrush, went to division level 7 and tried to smooth, which immediately made the topology go from bad to worse. I undid that and went to DL1, and even that was messed up. At this point, my professor suggested I look into remeshing and projection, and/or take my original low poly mesh in Maya, make it all quads, reunwrap, bring it into Zbrush, and project the detail of my high poly lime onto the new all-quad lime. So that’s what I attempted to do, and when I projected onto the new all-quad lime, I still had all the issues of the nasty broken topology, PLUS I had randomly flipped normals at all levels where the inflate issue was. At this point, I’m inclined to just redo the thing entirely, but I also know it’s good to learn how to correct mistakes instead of having to restart a whole project. Suggestions? Please let me know if you need more information or if something isn’t clear enough. Thanks!

Attachments

1_looks_like_a_lime_to_me_small.png

2_lime_inflate_issue.png

3_initial_test_render_maya.png

4_after_projection_low_poly.png

5_after_projection_high_poly.png

just rebuild your topology, or import your mesh as a new subtool. SubD that up and project your color and shape and you should be good to go. Fix your mesh first.

It’s a relatively simple object. I would duplicate the model in the subtool palette, run Zremesher on the duplicate to the level of polygons you want which should generate clean topo suitable for your needs (I take it it doesnt need to be perfect), subdivde the new geo sufficiently high enough resolution to hold the detail, then project the detail and polypaint from the original onto the new mesh with the projection controls in the subtool palette. UV the new mesh as desired, then derive texture and displacement maps from it for the new UVs based on the high res detail and polypaint, then export the new model and new maps to be rendered externally.

This assumes you still have an original high res ZB model with the polypaint. If not, you can re import the lime model, subd it to high resolution, apply the color texture map and convert that texture to polypaint in the polypaint menu. You can then transfer that polypaint data to the new mesh, with its new uvs.

Tip: If you created the lime from some sort of parametric object, you may want to make sure the poles are actually welded together before re-meshing. The poles on Zbrush’s actually aren’t, so it’s sometimes necessary to run a “close hole” operation on them to get good results for some things.

Thank you both so much! I think all that made sense. I’ll test out these methods, and if all else fails, just redo it.