I’ve noticed that several ZSketches that I’ve made end up have several areas (pole areas I think is what they are called) where a vertex has 5 or more edges connected to it. This seems to cause little star like dimples/pimples as you begin to add detail at higher subdivision levels and then smooth bits out. Is this normal? Is there a workflow to avoid this? Is it just me not having very good technique with ZSketch/ZSpheres, or is it a known issue when creating a mesh from a zsketch base? I don’t recall seeing this when building a mesh from just a ZSphere skeleton.
Unified Skinning produces meshes with lots of poles. Understand, in most situations, unified and adaptive skins are not meant to be final topologies, they are meant to quickly block out rough forms that you refine a bit further, then at some point, retopologize and transfer detail, then do the detail work. The process has not been invented yet that removes the need for a human mind to deliberately fashion the topology they want for the best results.
Thanks, I’d forgotten the difference. So if you’re in ZSketch mode, hit “A”, then do Make PolyMesh 3D, that’s an “Adaptive” skin, right? For a Unified Mesh, you have to go to the little toolbox and hit the button?
So it’s a given when using ZSpheres or ZSketch, that you retopologize the mesh after you have the basic form/details put in? I thought you only had to retopo stuff if you were going to animate it, but for stills it didn’t matter as much.
Not quite. Adaptive Skinning is the skinning mode associated with traditional Zspheres. Skins generated with “Edit Zsketch” pressed will be Unified Skins, and don’t require much in the way of a Zspehere armature, a single Zsphere will start a Zsketch. “Edit Zsketch” needs to be off to generate an adaptive skin.