ZBrushCentral

Remesh limitations

I just wanted to make a post that illustrates the limitations I’ve encountered with using the ‘remesh’ function in zbrush…I’ve actually found my way around the ‘project all’ problem I posted about earlier by simply turning off ‘maximum’ and PA Blur while smoothing and sculpting problematic areas out then in iterative steps reprojecting…

In the images below I place the steps to a workflow I would really love to use; by step 7 and 8, my fun is thwarted…the excess tumor like geometry becomes too burdensome to reproject and fit back to the original form, let alone sculpt on…If anyone knows how I could avoid this problem that would be great, because working like this is a lot of fun,…just sculpting without much of a plan,…stretching the mesh too far, then remeshing to take it further,…

remeshprob2.jpg

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Try storing a morph target of the mesh you want to reproject. That way you can use the morph brush to smooth out the bad areas afterward. It’ll take some back and forth with this process to get it right. Hope this help.

I guess I’m a bit confused with this suggestion,…

the mesh that needs to be ‘reprojected’ to conform to its source mesh that it was generated from has what seems like tumor like geometry,…not something that I’d like to revert to with the morph brush…I guess I’m not sure what u’re suggesting, would u mind explaining the process in a bit more detail?

thanks,

-j

huntek, what josh is pointing out is a bug in 3.5r3 with the unified skin routine(remesh) i’ve made a thread about this but got no official response, its too bad really cause i’ve yet to find a workaround besides taking it back to an older version of zb.
josh, for me project all is still buggy as well, even if i turn off those settings, and as i showed in that other thread it works fine in 3.1 without having to do smoothing and reshaping.
3.5r3 is buggered.

Thanks, spaceboy412.

hey josh. I really think it has something to do with the scale of the object. As a test Check your size of the body in the preview window within the tool pallet. THen hit unify on the sculpted body, then hit remesh.

I think the generated "remeshed" model will be more accurately calculated then. Altho it sucks the scale of that object is then changed. But for sculpting purposes its helped me a great deal. Solved my probs with remeshing.

Hey stickyTom,

thanks for the suggestion…u know this remeshing thing is kinda tricky…it does seem to alter the way the mesh is generated if I change the scaling…if I make the model smaller (it was not fitting in the preview window), it tends to lessen the severity of the distortions, but not completely…it seems also, that if I don’t want massive webbing and strange echo like artifacts, I must generate at a low res…this is fine for some topologies,…but when I have a character with fingers fore example it just can’t seperate them out…Do you know of something I could do further to refine my results (I hit unify to fit into window initially, then for a later test scaled down to a spec in the preview window, and still have artifacts…)

thanks,

-Josh