ZBrushCentral

Getting rid of seams after zplugin merge

(ZBrush 4R7p3 Mac)
Hi, I used zplugin Merge to merge a head mesh with ears meshes. There are visible seams I cannot get rid of. I tried the technique consisting in exporting as .obj and re-importing merging points, but that doesn’t solve the problem. Any idea?

Attachments

seams.png

What does the wireframe look like?

seamsWireframe.jpg

Also I cannot get rid of the polygroup even if I do Group Visible, it never goes away…

It looks like you might have some masking enabled.

That looks like a LOT of triangles/polys… and it’s not dynamesh?

I think I’d use slice circle to isolate the ear, then delete any overlapping groups.
Then you could use curve bridge to connect the ear to head… but with that many polys, you might run into trouble.

You could also duplicate, dynamesh, then reproject detail from your original to the dynamesh.

there is no masking enabled but the parts may overlap hence the darker areas. No dynamesh as this is a 3+MP poly, Dynamesh is not able to handle this, neither ZRemesher is able to handle this without major loss of details. In other words, I have no idea how to handle merging of parts when all meshes are high res. Is this at all possible? And also no idea how to clean up the topology of a high poly mesh without loosing details…

I guess the question is why are you working with such a high polycount with such terrible topology?

Decimate

Zremesh

subdivide then project

Review your previous thread here:

http://www.zbrushcentral.com/showthread.php?192211-ZRemesher-used-with-Half-setting-doesn-t-respect-poly-count&p=1129717#post1129717

I think the part you’re not understanding is after Zremeshing, you can subdivide to bring your polycount back up, then reproject the details.

  1. 6.8 million poly:

  1. Zremesher setup using polypaint and guides:
    zremesh-polyp-guides.jpg

  2. Zremesher results 225K:
    zremesh225K.jpg

  3. Zremesh Subdivided 3 times and projected details from original - 3.5M:
    zremesh3.5M.jpg

Comparison of original and ZRemesh details.

As you can see, this was just a quick example (I didn’t spend much time messing with ZRemesher settings) - the corner of the eyes are a little bit funky, but that can easily be touched up.

I also didn’t even bother decimating - zremesher handled the 6.8M polys just fine.

Now you have MUCH better topology to continue to sculpt on, and you could easily deal with merging the ear with the head.

NOTE: the polycounts in this example are for the ENTIRE figure - head and body.
If the head were a separate subtool, you could easily have a much higher polycount using the same process.

Thanks! I did the retopo with projections and got a much cleaner model. Then I used the technique on this page to insert ears that I had as insert mesh. I didn’t manage to connect the ear to the polygroup I selected as surface destination. Probably it doesn’t have a proper open surface, but I don’t know How to do one. Here is the result of a projection:
projectionOreille.png

Since I could not connect the ear using the method above, I just placed in on the head without connection, then I used the retopo method you mentioned, and the above image is the result of the first ProjectAll on the ZRemeshed model. The ear itself looks like this (back and front):
oreilleBack.pngoreilleFront.png

The ear mesh was cleaned up in Blender also in addition to ZBrush (Mesh/Clean-up with various options) so is probably clean.

this time I tried this:

  • I made a proper open ear (geometry is open for proper insert mesh brush merging)
  • I did insert this mesh on the head which had 3 divisions levels by freezing subdivisions first (required for insert mesh, no idea why)
  • the mesh merged perfectly on the head (oh miracle, something that works!)
  • then I unfroze subdivision levels to restore former definition, result below

insertOpenEar.png

not there yet!

Can someone explain why we need to freeze subdivision levels (or have no subdivisions) to apply an insert mesh brush ?

I finally succeeded! Instead of freezing subdivisions which obviously led to issues during projection when unfreezing them, I deleted lower subdivision levels so inserted the ears on the highest subdivision mesh. Even though ZBrush did the merge, it was flaky so I ZRemeshed and reprojected details and now have a clean mesh. Many thanks @Thor for the help!

properInsertion.png