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Is there anything I can do at this stage? (Bad Topology) [answered]

Hello everybody!
I’m pretty new to Zbrush but I have sculpted a hand with help of Dynamesh.
I know that Dynamesh dosen’t give good topology, but I have already sculpted the high detail and textured.
Then when I try to rig the hand in 3Ds max its useless because of the topology.

Is there anyway that I can save some time or do I have to do all from the beginning?

Is this the right way to do it: First use Dynamesh, then QRemesher, then sculpt the detail and fix UW?

Thanks!


  1. Make a clone of the high res model.
  2. Go to the lowest level.
  3. Use QRemesher to get the topology you want.
  4. Subdivide to have a number of polys approximately equal to the original.
  5. Append the copy of original and project the details from it.

You can technically change things up a little bit as follows:


  1. Press Tool>Geometry>Freeze SubDivision Levels
  2. Use QRemesher
  3. Press Tool>Geometry>Freeze SubDivision Levels again

That approach is fewer steps but it also sacrifices a level of control. I like to have my source model available to me so that if there are any problems with the projection I can modify my settings or even use the Project brush in areas.

Thank you very much! You saved my model and my time! :smiley: