ZBrushCentral

Qremesher workflow

I have a character where the mesh is too dense at the head the hands and the feet. I´m using Qremesher to get a more accurate mesh density for sculpting the details. That worked fine, but now I dont´t have a mesh with lower subd levels for posing. Can somebody give me a hint what I could do?

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

I tried that but it does not work with the same polycount. Even with masking the head and hands. I get good results with higher polycount and reproject but than I don´t have a lowpoly model for posing.

Both meshes look pretty much fit to pose and sculpt to me?

Qremesher is supposed to create a new base mesh, which you’ll probably want left at a lower polygon count if you like being able to make broad changes. If you keep it low while using subdivide and project like Andre suggested, you should be able to step back down to the lower subdivision levels afterwards in order to pose the mesh.

If you’re not getting a good result with qRemesher on lower polygon settings, make sure Automasking is on (even if you’re using manual masks), and if that doesn’t help, adjust the mdensity slider. You could also try adding guide curves to help control the flow in trickier areas in order to get a better result.

I tried masking but it looks like Qremesher can not handel the difference between my very dense mesh at the hands and the lower mesh resolution at the body.
I don´t know what you mean that both meshes look fit to sculpt. I think the remesh on the right looks like trash.

It could use a bit more density around the fingers, but other than that it is sculptable and posable. What is your density slider set to?

If the result on the left is the original mesh I’m not even sure why retoplogy is even needed? If you feel an area is too dense, have to tried removing the extra edges the old fashioned way? (zspheres)

Density was set to 4. I want to remesh it to get some more geometry on the body to sculpt the details. The model has 14 million polys so I can not subd again. But I think I can go with it because I don´t plan to render closeups. It´s my first Zbrush character model and I´m not sure how much mesh resolution I need for my renderings.

Anyway thanks for your help.

| Make sure that, before you start any process, you unify the model in the deformations palette. Check your models relevant size in the preview sub-palette. If it is too large, the algorithms might take to long and possibly crash and if it is too small, you will lose detail and even whole pieces of mesh (like what seems to be happening to the fingers). If it is already unified and you are still losing parts. Then the mesh is still to fine in these areas and you should double the models physical size (Deformations >Size>Set to 100 on XYZ) Unifying a model and all it’s subtools can be a crucial part of continuing the modeling, remeshing, and posing process while avoiding errors.
|

Second, previous projection workflow is no longer needed. Cloning, the tool (or sub-tool) is always a good habit to develop. Like saving incremental files every 5 minute. Now, with the model at the highest level, click freeze subdivision levels. This will store the High res data and drop it down to the lowest level and removing the extra levels need to continue with qRemesher. Once the qRemeshing is finished, unfreeze the levels and it will restore sub-d levels and project everything back onto the new mesh. If all results are desirable, feel free to delete the extra tools and/or sub-tool clones to reduce hard drive storage space when saving. Also, remember that masking area of a mesh before qRem will push more geometry into those areas while still maintaining your desired polycount settings.

Hope that helps.

Cheers,

~MAH~|

MAH, I tried what you have suggested.

  1. changed subd level under 2 million points (somebody told me Qremesher can not handel models with over 2 million points)
  2. increased the model size to 200 %
  3. freezed subdivision levels
  4. masked hands, feed and face
  5. Qremesh-keep same poly count

The result is still a mess.

ganesha-remesh2.jpg

It looks like Qremsher can not handle such a huge difference of low poly and high poly in a single mesh. At least it can not handel it on a low subd level.
I was successful on a medium subd level but than I don´t have my low poly mesh for posing.

mesh-resolution.jpg

Unless I’m missing something I don’t understand why you’re using Qremesher. Your base mesh looks fine. You can’t put more detail in the body without losing detail in the limbs (and other higher density areas of your mesh). Even if you did move the points you won’t be able to do more subdivisions as that will still be capped. If you really need more detail you can break it up into subtools. There should be a way to maintain the seams at the edges, I just don’t remember where it’s at.

Retopology is only needed if your base mesh isn’t very good. Usually a dynamesh or scanned data mesh is where it’s mostly needed. If you modeled from the start with good topology and lower subdivisions then there’s no need to redo it as it’s redundant and usually the auto-retopo solutions would be as good as your original.

I’m glad that you have found a middle ground in this issue but I am also not to happy with your results because you had to compromise your goals to achieve what you wanted.
If you would please send me your questionable tool and I will do my best to ascertain the result using our current Z version.

Cheers,

~MAH~

PS - Watch your ZBC PM.

@MentalFrog my mesh may look fine it just has a littlebit to much resolution at the limps and a little too less at the body. But I understand the point that Qremesher was made for dynamesh. That Ganesha is a learning project for me, maybe I could go with the original base mesh but than I don´t learn about Quremesher.

@ MAH thanks I will send you the ztl file.