ZBrushCentral

Group split, then merge back.

Hi guys, I’m working on a personal project to improve a bit. It’s a common subject of the fantasy world, a dragon.
Here is what I did so far:
1-begun with a basemesh from Maya
2-sculpted the volumes of muscles, wings etc
3-retopologized / UV mapped
4-sculpted more details. Now I’m with a single mesh of 4millions polys.

Next step I want to add more details, but I can divide the mesh only one more time. That’s not enough. So … I used the “group split” to split the mesh into various pieces: head, neck, body, wings etc. Now I can subdivide the head and neck more, that’s great. I used “crease edges” to keep the borders.

I want to merge head and neck again now, to give continuity to the details, I have 6 lvls on both: I click on merge visible with “weld” on, and get the new tool, but borders are not welded. Ok, I export it and import with “weld” on and a value of o,oo1 or somthing. Ok, it works. I go to lvl2 and Zbrush crash.

I’m trying whatever but can’t find a way to make it work, am I missing smthing? Is there another way? Is it my system ???:angry: :angry: :angry:

I’m following this tutorial http://www.youtube.com/watch?v=KoyaXLYByIs&feature=player_embedded but just with the “Mrg” option on I still get two separate meshes, the weld slider do the job the mesh then explode if i switch to a different subdivision lvl.

I’m trying both doing the merge at lvl1 and lvl6 with the same result. :td:

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ok, still working on this. I’m back to the point where I split the mesh polygroups into pieces. I exported the head and neck to maya, combined and merged the vertices to be sure they overlap. Then split the mesh again into head and neck. Now I send back the mesh to Zbrush, but it says " topology changes, click yes to transfer … blablabla" … and here is the result.

Untitled.jpg

I think here is the problem, with the “group split” I create different pieces but I can’t weld them anymore, and if I do that in Maya, Zbrush do not transfer properly the details

OK … first, sorry Zbrush for modeling an empty mouth. Now I added the polys to fill that hole and the transfer of the details works fine. Import weld in Z continues to crash but at least I can do that in Maya … I hope so … I’ll post an update if everything works :evil: :evil: :evil:

Hi guys, so … I couldn’t find a good workflow to split and merge a mesh while sculpting and adding divisions without crashes. The only way the merge worked in Z was when I split and merged the mesh at the same lvl of subdivision.

I went back and resculpted the entire mesh. I’m still trying to solve the problem of having a mesh with more that 24 millions of polys, so here is what I did.

I sculpted the mesh up to lvl6, approx 6 millions, and split in pieces to have head, neck, body etc. I added a new lvl to each piece to refine the details and now I want to generate the displacement maps. The problem now :td: is that even if the borders overlap correctly I see nice seams between the meshes.

Is there a way to solve this ? I’m working in Maya, approximation editor is assigned, I saw that generating the maps without the adaptive mode is better but not perfect, and I increased the map border to 12.

z1.jpg

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m1.jpg

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