ZBrushCentral

Repair 3D scanned Data

Good day everyone!

I have a 3D scanned Mesh with a UV-Texture that needs fixing. What way do you recommend to
-fill donut-style holes (so with intermediate faces)
-fill in/remodel missing parts. e.g. a human model with a loose, wide skirt with man folds and part of that skirt is missing - the folds have to be remodeled. instead of pulling and buiding up clay is there another way?

I’m thankful for any tips and hints!

i know you tried to give some detail but it’s still pretty vague.
some screen shots might help.

You are right. Please see below, I tried to capture it as good as I could.
donutholes.jpg
holes

curvedfillerneeded.jpg
curved negative space/missing part of fold.

I’m very new to ZBrush; my best guess is to ram some InsertMeshes in and then Dynamesh the whole thing BUT how do I retain the properly mapped UV-Texture? It gets eaten by the Dynamesh-procedure.

the one thing i can tell you for sure is you’re going to have to retopologize. start exploring dynamesh and zremesher, along with various brushes.

i’m no expert but i don’t think there is a procedural way of fixing it. you likely have to do it by hand. in other words, sculpt it out.

one note, don’t know if important: this is just a masked out part of the complete model.

Why do you say it needs to be retopologized for sure? Just curious, I don’t know when a mesh needs that.

How about pasting the UVMap onto the newly created geometry (via Dynamesh/Zremesh)? Is something like that possible? I’d imagine there’s a hole in the texture which could just be painted over, because according UVs would have been kindly created by ZBrush…

the part you outlined red seems like it has to be reconstructed.

you can’t transfer UVs to new geometry.

you have to remesh any time you want to add geometry to a mesh and end up with a clean result.

Thanks for your answers so far!

True, it needs to be reconstructed, i.e. add new polys.

About the UV-issue: The corrected Mesh is supposed to be covered in the original Texture which of course would need some fixing (by clone-stamping etc.) in the end.
Is there any way I can do this in ZBrush or am I better of switching programs?
Without that texture it is not worth anything.

from what i understand you have a texture that you need to use. it maps to a set of UVs, so you are bound to those UVs because you need to use that texture.

IMO you have a lot of work to do to even try fix all that.

you can try to get the object sculpted correctly and at the same time research programs that can transfer UVs. there are some but i don’t have experience with them.

That’s a bummer, I was looking forward to discovering the hidden tool in almighty ZBrush.
Thank you for your time, Zeddie!

Is that a skull you’re scanning?

well , can’t you work on a copy and keep the original as a subtool and then later re-project the texture onto the corrected model. The UV’s you’ll lose either way , but the coloring/texture , you should be able to recover with projecting.

I don’t have zbrush right now , so i’m not all too sure texture map gets projected, if that isn’t the case , maybe this :

-So maybe you would have to generate uv map for the corrected model , afterwards subdivide it a lot so there are enough polygons to capture the polypaint in a bit.
-also subdivide the original quite a few times , apply polypaint from texture and disable the texture , check if there were enough polygons to capture the texture
-project polypaint from original to the corrected one
-on the corrected one , apply texture from polypaint.
-on the corrected one , go back to lowest division and delete higher divisions, you don’t need them anymore , it was just to capture polypaint

So in short , you being bound by UV’s and texture maps , could maybe be resolved by converting everything to polypaint and being able to project because of it. And afterwards reverting everything back to textures based on the polypaint information.

The Namek,

thank you for posting your thoughts, I have just now seen it.
I will try it out soon and see what I get.

In the meantime I used a reprojection of the 3d scan ( a person by the way) in Agisoft Photoscan. I would gladly welcome a ZBrush-only approach however.