ZBrushCentral

Lumpy Dynamesh Model fix needed...

Ok so I’ve finally got time to spend in ZBrush and I’ve started on my first serious model.
I wanted to try the Dynamesh approach and It’s great, the only issue I’ve found is my mode is tending to get lumpy.
I’m sculpting the musculature and using Clay Buildup, so inherently there is texture from the brush data.
Does anyone have a solution say where I could run a brush over the surface to raven it out… I’ve tried Smooth but that doesn’t round out the surface even when set high. Maybe I need a more “Relax” type brush…. Any help much appreciated.

I’d recommend trim dynamic to flatten things out and sharpen the forms. It’s important that you keep reinforcing the angular forms of a mesh as you’re sculpting. early sculpts tend towards lumpiness.

don’t let fingers or tendrils
get too thin either. Better to fatten them up a little with inflate, then trim back slightly.

if you want a really nice edge try hPolish

I’m working on an organic character, so high polish and sharp edges are not what I need yet… when I get to the armor it’ll be spot on. Thanks for the info So far I’ve gotten filling in the divots with clay tubes and then smoothing to work a bit better. Not sure why smoothing wasn’t working so well before, I had cranked up the Z Intensity…but I was just curious if anyone had a better solution since ZBrush has zoo many possibilities in it. :slight_smile:

I’m working on an organic character, so high polish and sharp edges are not what I need yet… when I get to the armor it’ll be spot on.

I think he’s talking about establishing the major forms and planes of the body first. With zbrush, the lumpiness is very often a telltale zbrush-sign when the construction of a model was expedited (usually it was when people were too eager to subdivide a few times off the bat and sculpt in wrinkles and other finer detail before they even had their cheekbones sorted out, but dynamesh certainly didn’t give any reasons to slow down).

In that regard, one thing you could do is keep the dynamesh resolution as low as you can while blocking out the major forms, and turn off dynamesh as soon as you no longer need to drastically retopologize the mesh. Then you can sculpt the traditional-digital way; work on one subdivision layer as until there’s nothing more you can do to it, then subdivide and repeat the process.

Thanks, yeah I also did lower the resolution and re Dynamesh it… I did have it set at the default. Just trying to find my ZBrush legs. :slight_smile:
The planer thing is a good idea too. I wasn’t using layers I was just keeping it in Dynamesh… I thought that was the way a lot of you guys were going. I’m Playing catchup :wink:

Cryrid explained things much better than me :slight_smile:

I think you might be a bit confused the the ‘planer’ thing though - it has nothing to do with layers?

unless I’m the one that confused of course :smiley: