ZBrushCentral

fixing holes in a mesh

What’s up zbrush forum. I came across a simple problem (what I thought was a simple problem) and looked it up to find a fix and what I came up with was complicated so I figured I’d post to see if I could get some insight.

Problem: I have a hole in my mesh. How do I cap, or fill or weld it within zbrush?

I started my model in 3ds Max 09. Working on half of the model I used a symmetry modifier then collapsed it to a editble mesh and exported .obj. (Max09 users see this thread if you have trouble exporting obj to zbrush http://www.pixologic.com/zbc/showthread.php?t=60565) I opened my obj in zbrush, subdivided it to 3 levels and started sculpting. After a while I noticed a small hole in the back of the mesh. I must have had a pesky little vert too far from the seam in 3ds max.
hole.jpg
To fix this in max would take about 5 seconds - simply weld the vert. i know i could export back out to max and do this but I’m trying to learn zbrush. This is where I find zbrush frustrating to learn at times. The solutions I found http://www.wonderhowto.com/how-to/video/how-to-fix-a-hole-in-a-mesh-in-zbrush-3-1-184393/ , http://www.pixolator.com/zbc/showthread.php?t=46455, (amongst others) seemed rather complicated for such simple problem.
Then I found this link-
http://www.zbrush.info/docs/index.php/Topology:_Mesh_Editing Is there a quicker way? I’ll assume not at this point but maybe someone on this forum can tell me something.
If not, wow! - all that to weld on vert in a mesh to plug a hole?? This is where as a new user I just don’t get zbrush sometimes. I think perhaps the guys that made zbrush are just too smart - this is the type of logic that you will get from genius. In trying to make zbrush unique it seems like they reinvented the wheel too often so to speak and made simple things unsually complicated(like the move, scale and rotate 3circle line gizmo, selection tools, sub tools etc. etc.)
So is there a quicker way for such a simple hole in zbrush?
If not i hope this thread can least help some with the same question by directing them to the link above. I welcome some feedback on this

The reason this isn’t a “simple” fix in Zbrush is it isn’t a modeling tool. It is a sculpting tool. They are two totally different mind sets, hence what seems like a dumb way to work to you, but a very logical way to work to me.

anyway, to weld that edge together. use the piinch brush, mask off everything else but the 2 verts you want to move. Grab the pinch brush and hit it hard so the two points are sharing the same space. Then export out and obj. make sure “grps” is turned on in the export panel in the tool pallette. switch to the simple brush, clear the canvas, import in the new one, making sure that “weld” is turned on in the import panel. you may have to adjust the level of the weld depending. you are going to loose all of your detail, if you have sculped any though.

and also, do a boarder check in max before you export. save the headache.

goast666, thanks for the alternative method. This seems a little bit quicker step for step

I wonder if there is a zscript out there or zplugin that handles this? If not that would make a good one.

I think in a sculpting tool it’s a must have feature. A hole plug brush would be sweet and make zbrush feel even more organic. This way you could poke holes and fill them as easily as working with clay.

oh yeah and -,

do a boarder check in max before you export. save the headache.

  • amen to that! but sometimes they slip one past the goalie