ZBrushCentral

retopo?

hello guys,
i have a question to ask…

my mesh has 7 divisions and is not able to subdivide into lvl 8…
so if i retopo at lvl 7 … will my polly counts be reduced and details remain intact,so that i will be able to sub divide for 2 or 3 more higher levels??

Nope. Not without losing details.

What you should do is break the model into multiple SubTools. That way you can divide where you need extra polys and leave the rest alone. Also, multiple SubTools can reach much, much higher polygon counts than a single SubTool alone.

If you’re not worried about exporting your work to another app you could also use HD Sculpting. This will let you hit up to 1 billion polygons.

How do I break the model apart based on their polygroups, but keep everything still working as attached?

I guess there are a couple of ways to do it, but one way is to hide the part of the model that you want to be a separate piece, go into the subtool menu, reduce the thickness to 0, and hit extract. You want to do this to each part that you want to be a subtool. For example: You would extract the arms, legs, torso, head, and so on.

subtools do a hell lot of confusion while transposing …:(…

hey i haven’t heard about hd,do we have any tutorials?

and one more thing… the contest “action heroes” was based fully on brush or the artist had exported their models to another programs for rendering?

There is a plugin called ‘transpose master’ which you can download for free from the pixologic website. This should help with the transposing issue.

Cheers,
Revanto :stuck_out_tongue:

I find Transpose master helps to some extent but for me it has proved to be less than perfect. For example I made a football figure a few months back with clothing as subtools.

I used transpose master to pose him and found that things kept moving out of alignment such as his bottom would poke out of his shorts, socks would move at a different rate to the leg etc.

Masking was hard to do in tight areas too as I appeared to have to rely on the lasso and could not use the ‘ctrl>drag action line’ command to mask along the topology.

Then the lasso mask was less than perfect as it kept missing points of the masked surface so when I moved the item I would get some spiking for ribbing appearing on the surface. I tried the “press ctrl A” command and re applying the mask, but this did not always work and became frustrating.

To top it off when I finally got to a reasonable result I clicked the TPoseMesh button to transfer the pose back to the original model to find that not everything moved to its correct location. From memory I think I had his football boots left in space somewhere.

From this experience I’ve changed my sculpting processes and try to keep my sub tools to a minimum to try to reduce this problem.

Please feel free to give me some tips on what I was doing wrong!!!

It sounds like some of your sub tools have different pivot points in 3d space. You could try using the set pivot point function in the transform menu for each tool.

Oh - that sounds quite simple and obvious. :rolleyes: Thanks for the tip antisymmetry, I will try this out when I get a mo.

Could you recommend any good tutorials on this, so I can swot up a bit? Teaching ones self Z-Brush can be quite a mine field and it is easy to go about things in the ‘wrong’ way.