ZBrushCentral

Clothes and project all

I have a question about modelling clothes in Zbrush. I created a character (comic) that should wear trousers and a shirt. I modeled the character first and then added shirt and trousers by using masks and Extract to the highpoly version.

Then I polypainted the whole model and merged it to one subtool.

I used ZRemesher now to get the lowpoly version and then I used Project All to project the highres to the lowres, continuesly dividing up.

If I do this process with the clothes, I get holes on some parts of the clothes.

If I leave the clothes away then the projection is just fine.

Could someone give me a hint were my workflow is bad and what I could do better to get a clean mesh with clothes on which I can project to?

Kind regards
Jay

without knowing what’s really going on, just off the top of my head i would guess it has to do with one mesh(model) inside another(clothes) and the scan distance setting. try projecting them separately. then merge them back again.

Yes, I will try this, never thought of this:-)

Okay let me shortly describe my workflow and tell me if this is a good way to go:

  1. Create full body of my cartoon character, dynamesh, high resolution, sculpting til last details are added.

  2. Create a mask on top of this model for the t-shirt for example, Extract and get the t-shirt subtool. sculpt it to the highest details.

  3. Polypaint the meshes.

  4. create copy of body, retopo it (e.g. with ZRemesher). Project all details from high poly to this mesh, continuesly subdivide til all details are projected.

  5. create copy of t-shirt, retopo it (e.g. with ZRemesher). Project all details from high poly to this mesh, continuesly subdivide til all details are projected.

  6. merge the retopo meshes together to one subtool, uv-unwrap it, export to obj from lowest resolution.

  7. create textures like diffuse and normal from retopo mesh.

Any mistakes or things I could do better?

Thanks
Jay

sounds good to me, i think you have it nailed from A to Z:)

Normally in CG, if it will not be seen, it needn’t be there. You can just sculpt and paint the clothes right onto the model. If it has shoes on that cover toes, toes are not there. HTH

Yes, this is true for a t-shirt that never has to be taken off:-) But okay, let’s assume the character is designed that way that he will always appear in t-shirt. Then I could Extract when I am still in a lower sub-division level or use polygroups for a mask and inflate it (or Extract and merge). The only drawback is that this is not changeable anymore to a character with different clothes.

It depends on your needs really. Part of the reason for subtools. You can clone the base mesh and run down a different trail with it quite easily. Is it for a still image or is there animation planned?

Animation is planned.