ZBrushCentral

QRemesher

Hi, I’m using Qremesher to try and bring down the poly count of a model for a deadline and I’m using a tutorial by Nebular in which he/she uses decimation master to achieve roughly the poly count desired prior to using Qmesher. I was able to decimate right down to where the client required the test subject to be but when I try and Qmesh I get an error saying "The object contains triangles, operation cancelled"or something to that effect. I need to get this ( model) down in size but Qmesher has other ideas.

Need Help on getting those triangles ironed out after decimating the entire model was triangles so I’m not sure why its having issues?

I don’t think you would have to use Decimation Master. I don’t really know why Nebular does. Just use QRemesher setting the ‘Target Polygon Count’ slider to the number of poly’s you want.

Decimation Master introduces triangles. It isn’t really designed for what you’re using it for. It’s mostly for outputting meshes for 3D printing, where you want as few polygons as possible, but where traingles don’t matter.

Just use the QRemesher, and remember to tell it where you want more polygons.

Decimation master was used to keep Qremesher calculation light & reliable.
It’s not a must.
Qremesher was working fine but slow with any mesh I gave it.
Even Sculptris meshes.
Maybe - if you’ll have probs in using the high res mesh directly with qremesher - maybe just use double count of polys in decimation master and half in qremesher. One poly = 2 tris ?

I’m still getting error message when trying to use QRemesher on it’s own or with Decimation master. It says there are triangle present in my Model however I can’t find them. Is there a way to quad up the highdef model without retopoing the entire model? Like maybe cloning the model first before runnning QRemesher? Any suggestions would be appreciated and helpful thank you.

Try Dynamesh first, then QRemesher on top of that. If the edge flow isn’t exactly as you want it, then you can clean it up with the QRemesherGuides brush. Clone the mesh first in case you have to project any details later.

edit: It’s odd, because I can decimate a mesh and still use QRemesher successfully.

When I run QRemesher it shows the status bar as it’s working, it goes through a number of items and then says it is decimating the model at that point after a minute or so it returns a message that says QRemesher error process stopped or something to that effect.

I’ve tried several methods to get my model poly count down to no avail. QRemesher always returns an error message. I tried running Decimation master first to bring the model down closer to the size I desired and then running QRemesher as a Tutorial online told me to do but that didn’t work.

I’ve tried running QRemesher by itself but it gives me the error I listed above or it tells me I have triangles present. If it tells me I’ve the triangles I drop a few divs and run re-project higher sub-div to clean the mesh, then run QRemesher I still get the error message that it fails.

I’m getting frustrated that this main feature of Zbrush is not working, after all dropping the poly count is an important part of working with millions of poly’s or this would not be a viable alternative for game modeling.

System information:
Windows 7 64 bit
8GB RAM
1TB HDD
Nvidia GForce GT 650M/ Intell HD 4000
i5 3210 M CPU Quad Core Gen 3

Will try dyna mesh as well and post results.