ZBrushCentral

Dynamesh is struggling with this model. Any idea what I should do to resolve it?

For the sake of my own practice, I’m rebuilding the human body from the skeleton up. The skeleton went off without a hitch, but I’m early into the muscle stage and I’ve hit a bit of a bump.

I decided to take all the roughed out muscles and merge them all together into a single mesh to detail it further. Problem is…

http://i.imgur.com/jsazVtP.jpg

…yeah. It’s not exclusively on one side of his body, otherwise I’d mirror weld my way out of it. Even so, I’d like to know what is causing the issue cause I imagine I have something done wrong somewhere. The skeleton and eyes are separate subtools, which is why they’re not affected. The muscle subtool IS a composition of independent objects however (each muscle). Is it possible that a hollow pocket somewhere could cause this? Cause I sealed them all ahead of time, and tried filling all of them to no effect.

And I’m deliberately trying to fuse them into a single detailed mesh. Both group dynamesh and a low resolution dynamesh (<128) is unaffected. ZRemesher however IS affected and will collapse exactly the same way as shown.

do you happen to have project turned on in dynamesh?

Project being on or off doesn’t change the outcome this time actually. Or if it does it’s more of a blocky than angular corruption but still along the same areas.

Right now I’m trying this approach where I basically group dynameshed the entire thing (without project) and I’m gradually grouping objects together and fusing them until I hit a bump. I’m mostly right now just fusing together the areas where I actually plan to smooth the edge out anyway. My closest working hypothesis on what’s going on is that dynamesh is struggling with areas where two surfaces are closely layered over each other and where pockets exist. Though I dunno why the mouth in particular scrambles or why only his left arm and leg cave in on themselves while his right ones do not.

EDIT: Yeah, this worked. Eventually I had enough pieces merged together that I could merge the whole thing without it caving in on itself.