Hello.
I’m not exactly new with Zbrush but I don’t use all it’s functionality extensively, and would need some help problem solving this in the name of paleontology.
tldr: I need to deform this skull but I don’t think my method is optimized enough, could need some help
I have a 3D scan of a Herrerasaurus skull print that is pretty deformed, and was messing around trying to fix it, but encountered some issues with the process, here’s how I did it:
Here’s how the scan looks
I began by using dynamesh to make sure any possible errors from the file were fixed, and to get an easier file for zremesh to handle
After making a copy I zremeshed the model expecting to edit using Gizmo
The point was to use the gizmo Deformer to fix the overall shape using a low poly mesh and project the detail later, but since it was the first time I did this I was surprised to know it wasn’t so simple
I then froze the subd levels and carried on the gizmo Deformer normally, got my general shapes fixed and clicked to unfreeze my subd levels, the rest could be done with brushes
Then I discovered that Zbrush projects the detail based on the pre-deformation mesh, not like a close array of polys as I expected
Since it didn’t worked, what I did instead was to use the high res skull, deleted the lowest division levels and used Gizmo’s deformer to fix the general shape. Then, I used reconstruct subdiv to get a low poly version and worked on the general shapes in the lowest subdvision
Am I missing something or it’s pretty much how it would generally go to deform a mesh and keep the details using the Gizmo deformers (I know you can do with many different ways)? Is there any other way that’s faster and less troublesome?
Q: But why don’t you use move brushes/transpose on the low poly?
A: I would rather have a uniform deformation over the mesh than going through all the hassle of fine tunning each area individually
Also, since I’m here, is this behavior with the backfacemask activated and move topological brush normal? I never noticed before