ZBrushCentral

Projection Master issue ??

Hi There,
I have googled this question but cant find an answer, I have a sculpt that I want to use projection master,

I click projection master> sculpt what I want> pickup now>

everything works fine, the changes are applied to the sculpt but the resolution of that change doesnt appear to be very good, I have a texture of 2048x2048 and a model with 8.92million polys (6x subdivs) am I doing something wrong?

Thanks,

subZero_001.jpg

Texture size is irrelevant here.

Your problem is simply that you don’t have enough polys for the level of detail you’re trying to apply in that particular area. It doesn’t matter that there are 9 million polies on the whole model - you could be wasting 5 million on the fingernails for all I know - what matters is how they’re distributed.

Depending on how you built your character in the first place you can fix the distribution either by adjusting the base mesh (cutting in more detail in the places you’ll need it), or by retopologising the sculpt and transferring the detail across onto a new base model.

the model started life as a Sphere>make poly mesh 3d> How am I able to redistribute poly’s? Can I specify somehow (maybe with masking??) that I want to subdivide a particular area but NOT the rest of the model?

Thanks,

First, why not do the face mask as a separate subtool? That will create more convincing forms and allow for more detail. Most of the time it’s best to do accessories as separate subtools. :wink:

To get a better distribution of topology, you have some options.

a) Retopology - This will allow complete control over how the polygons are distributed and where you want more detail. It will also allow preparation for animation with proper edge flow.

b) Project All - This will create a very even topology. Make a unified skin of the mesh, append it as a subtool, and divide it until it has a similar polycount. Have only these two subtools visible. Select the unified skin and hit project all in the subtool palette. Your mesh is early enough where it should work well. You can get projection errors with some meshes. If you do get any errors, simply use the zproject brush to clean them up :+1:

c) Watch the first vid on this page: http://www.zbrushcentral.com/showthread.php?t=61676&page=6&pp=15
Lot’s of cool vids in that thread.

These are all good things to learn, but I would still just make it a separate subtool. Mortal Kombat was my favorite arcade game for years, btw. :evil:

Thats great james thanks!

I am still very new to zBrush so i’m kinda reprogramming myself to think as a sculptor and not a modeler. I am yet to explore subtools, from what I have read you can add “layers” to the sculpt and import other mesh as a subtool. Then reposition/edit/colorise etc independently of the base sculpt.

zBrush is such a versatile application its a little hard to know where to start :smiley: I will watch the video you suggested and try to explore every feature I can,

Thanks for the tips,
Phil :+1:

MK is awesome :wink:

A better place to start learning the workflow of ZBrush is here:
http://www.pixologic.com/zclassroom/

…and here:
http://www.pixologic.com/docs/index.php/TOC

I’m actually making a small video on layer workflow that is a precursor to a separate tutorial. I’ll send you the link when it’s posted.

Welcome to ZBrushCentral :slight_smile: