ZBrushCentral

Dynamesh Question

Hi,

This is a bit of a newbie question. When using dynamesh, is there a way to prevent fingers or toes of a character from being welded together?

I am working at a fairly low resolution at the moment and this is something I am runnning into and would appreciate if anybody has any advice on this.

Thanks,

Paul

The only thing you can do with dynamesh is to turn the resolution up and keep as much distance between the delicate features like fingers as possible.

You may want to consider using dynamesh to quickly establish rough form, then switch to Zremesher when you are ready for more subtle features. It’s not as fast as dynamesh, but much more accurate at lower polygon levels at capturing things like fingers, if adjusted properly. By that stage, you shouldnt need to remesh as frequently. Project the detail from the old model onto the new zremeshed one.

[http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/

http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/transferring-detail/](http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/)

Thanks for the reply. When you say switch to Zremesher, do you mean that should be me done with the dynamesh stage? As in, don’t go back to dynamesh on the model from that stage onwards.

At what stage would one generally move on from dynamesh?

Thanks

Instead of Dynamesh modeling, start with a ZSphere armature then create an adaptive skin. Works really nice and as a bonus you can use it to pose your character! :wink: http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/zspheres/basic-humanoid/

Cheers Doug, that looks like a really useful way of starting models but I am well into the model now, I have all the forms at stage now that I am happy with.

Thanks for the info, appreciate it.

:slight_smile: We have the ability to splice parts together, you don’t have to create them all by the same method. It would avoid the fingers getting messed up. I believe there is a button to select for reproject in the dynameshing panel, that probably has to be pressed in. Could also help.

Up to you. There’s no one way to Zbrush.

Regardless of whether I derived a base mesh from zsphere armature or I freely sculpted it, I like using dynamesh to sculpt form and experiment because of its speed. I can quickly resurface polygons when I make radical changes to my form and eliminate stretching. Once I’ve established form and am ready to articulate details like ears and fingers I will usually Zremesh to capture those details and get a better base topology. From that point on, I generally don’t need to remesh as frequently, because my form is established and I’m making smaller scale changes and working on surface detail . I’ll Zremesh periodically, and only use dynamesh if I need to fuse some meshes.

That’s for organic modelling. For Hard Surface modelling I am dynameshing all the time.

Yeah I am loving the dynamesh stuff. The way you can add bits from different models and join them together is brilliant.

Thanks Doug

Thanks for the explanation Scott I appreciate it, makes more sense to me now.

Hi guys, I have another question for you if that’s alright.

I have my model, Hulk, roughed out (still in the Dynamesh stage now) and I have it all as one mesh.

But I want to have holes for his eyes which don’t exist right now. When I delete mesh to do this, when I re-dynamesh it closes in the holes again.

Do you have any suggestions here? Or the best way to tackle this?

Thanks,

Paul

Personally, I don’t use Dynamesh too much. One method. Clone tool for a back up. Get out of Dynamesh, ZRemesh draw guide lines around eye area, perform ZRemesh, mask area for eye sockets and then go into polygroups, click group from masking. Now you can push them in with ease.

Thanks a mill for the fast reply Doug.

I get what you are saying but I wanted to delete the mesh if you get me.

But, just thinking about it, the fact there would be mesh pushed in behind the eyeballs may not bee too big a deal after all? Sorry I know these are very ‘newbie’ questions!

I tend to approach this situation from a sculpting perspective, not a modeling one. My workflow works best in Zbrush with a watertight mesh, and holes in the mesh tend to complicate things. If I need eye holes cut out for an export mesh, it’s one of the final things I do as I’m retopologizing for my final output.

I just mask out the eye sockets, run a negative inflate, (tool> deformation >inflate ), sculpt out the sockets, pop the eyeballs in and lay down some curve tubes like strips of clay that I sculpt into the eye lids.

Here’s Ryan Kingslien making some eyes in a similar manner:

http://www.youtube.com/watch?v=4BeginrHY6c

No there’s nothing wrong at all with leaving mesh in there. In fact, it eliminates certain problems (open polygon borders are sometimes problematic to sculpt around in ZB), and allows easier use of Zbrush’s various resurfacing and projection tools. But your final output may require a highly optimized mesh with eyes cut out, which you may feel more comfortable doing up front if you don’t resurface as frequently as I do.

If you group the eyes as Doug describes, you can get a nice clean border, hide the socket polygroup, and select Geometry> Modfiy Topology> Delete Hidden and you’ll have some nice clean holes there. You can also just mask out some eye shapes, select “Group masked”, and run it through Edge Loops Group loops to get some clean circular polygroups you can then delete.

Thanks so much for the reply and the link Scott. I have watched some of Ryan Kingslien’s videos before, the guy is great. Very informative.

That makes is clearer Scott, the methods you described thanks for going to the bother of doing that, appreciate it. I will give that a try. I am impressed by the generosity of people on here that like to help you out, it’s really great to see.

Thanks again,

Paul