ZBrushCentral

I need help with Retopology on my dragong WIP

so i to lower my poly count on my dragon quite a bit and im using zsphere topology to do it and i get these holes i do not know how to fix. close holes are not working any suggestions? i wanted to use qremesher but trying to get something down to 5k polys is not easy with that (at least not for me, any suggestions on how to do that would be welcomed).

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Untitled.jpg

real.jpg

The holes are not there…such a low poly mesh just displays as having holes…its a visual thing

Try to get the model into another package and check it there. Even if you don’t have access to maya or max… just get blender and you can check it in there. In case there are wholes, I’m sure it will be easy to fix.
On side note, I tried retopo in Zbrush and I know is a pain in the butt… It really does some weird things. If you can, I recommend you to get topogun. Otherwise, I guess ZSphere retopo is still a more reliable tool that the topo brush (the independent one). I tried with that one and after you get a little high on the poly count it can’t be controlled any more…
Anyway, good luck and I’ll see you around mate! :slight_smile:

Dan

Zbrush doesn’t support 4 sided extrusions. I am guessing, everywhere that you have holes your mesh is 4 sided. Add another edge loop, or use the topology brush.

the holes are there imported them into maya tons of holes

so do you mean if i close off an object i will get a hole ?

no, if you make a closed extrusion of a 4 sided object you will get a hole.

Since you have maya, why don’t you fix the mesh there and than reimport it into zbrush?
Btw, would be cool to know why you need the retopo… people might have other suggestions if they would know that… I think :slight_smile:

Ok thanks

Ok Now I’m having a new issue. spoke to a pro at a conference and he suggested i get topogun. So no ive got the low poly version made in topogun and im trying to reproject the high res detail back to the low res. I have several subdivisions on the low poly now, but everywhere that was originally a separate subtool on the high res, projects funny. do you have any suggestions on how to fix this?

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after project.jpg

Dragon B4 Project.jpg

topo1.jpg

Topo2.jpg

Could you describe the steps you done before projection? How you imported? How you set up the project in Zbrush? How did you manage the subtools?

The only thing that comes to my mind is to check the cage distance. Also, make sure you project step by step - subdiv by subdiv… as in subdiv 1 high poly project on subdiv 1 low poly (where subdiv 1 low poly is the subdiv that gets a similar poly count as subdiv 1 high poly). Then proceed to subdiv 2 and so on until the last one.

There could be one other thing… If you are not projecting the original model 100% (you might choose to hide certain subtools) than Zbrush won’t know what to project in the missing parts and than you get artefacts…

But again… a little more detail regarding your road from low poly to high poly would be more helpful I guess… at least for me, a Zbrush user who is not a ton more experienced than you are.

thanks. So I first started sculpting with dynamesh until the poly count was to high to support it. Then I masked out the little blue parts on the legs and the tan parts on the belly and extracted them making them new subtools to be able to sculpt them better. after painting the sculpt i merged the blue leg stripes and tan belly pieces back to the main mesh. then brought the model into topogun until i got a low poly version done. then i re imported the low poly version into my zbrush project and projected the high detail model onto the low poly version, then subdivided it once, the projected it again. and i keep doing that until it gets to the point shown. anything past that point uses up all my RAM.

You’re mesh is way high in the poly count so even more polys won’t be the answer… Did you try to project - smooth the artefacts - project again (staying on the same subdiv lvl) - smooth ?
Did you check the projection cage?
And last, did you try to correct those areas by hand? Sometimes is faster if you do project most of the model and than if you have issues in one area, you can go, smooth, and resculpt that given area… Do no… just saying…

Nice looking dragon. I know you don’t want to remodel it, however a zsphere armature to block in the shape>adaptive skin and subdividing only as needed, will give you a better mesh to work with IMHO.

I had not thought of sculpting again after projecting i will try that. thank you

thank you. ill remodel it in my free time. do not have time to do it for my class work, I may just fight through the animation with what ive got it at now which is about 20 thousand polygons.