ZBrushCentral

Retopologising part of a mesh only

Hey guys, I was just wondering if it is possible to severely retopologise part of a mesh (ie remove entire faces, and extrude and rebuikd a section) that has multiple subdivision layers? I have tried altering the base mesh and reimporting but because the mesh is altered and not just retopologised, the projection of the higher levels spazzes out. I have a finger on a hand that has somehow resulted in totally bizarre edgeflow. Vertsare overlapping, parts of the mesh are folded in on themselves, its an absolute messs and needs to be redone. How can I do this without retopologising the entire character mesh? All my problems with the methods ive found online come down tot he fact I have multiple subdivision levels.

Heressome pics:

Please cna soemone help asap.

Thanks,

Jeroth

Hi, I have no idea to do it without loosing subdivision levels, but do you really need them?
I don’t see much detail in your picture. I would go in dynamesh, then Zremesh und and if you really need that detail, then reproject it, which is also possible to apply only in selected parts.

Also try first to solve your messed mesh part maybe with deformations>relax/smooth, what’s happening then.

But I’m no expert :wink:

good luck

The hand is undetaiiled, the rest of the body is, so losing subdiv levels is not good for the rest of the sculpt. I have tried the things you have suggested to no effect unfortunately.

but you will get also all that other detail back… takes not long.
If you need it to be one piece maybe the only way.

I can not imagine how to remesh it partially.
Maybe when you cut the bad finger part of, close the hole and work on it with claybuild-up brush and a lot of smoothing.
takes for sure longer than a complete new remeshing and will have not as good topology

Fix the problems in each subdivision level separately. Go to the lowest subdivision and fix your mesh. Once it looks good go up one division level and clean it up on that level. Keep going up one level until you have it cleaned up on all the subdivision levels. If you remove and/or add vertices then it changes the vertex order and this is what screws up the high level detail.

If this isn’t clear then I can show you an example of what I’m talking about.

Right ok, Wow, its such a crazy polytangle mess in there if you could see it, you may think like me that its best to now retopo my whole model and then sculpt the hands when im done? That may be the fasest approach tbh If Im going to have to poly by poly fix it my highest subdiv level.

Ended up sorting out the problem. I froze the subdiv levels while at lowest level. Removed most of the poly’s for the finger from the problem point down, and then used zmodeler to rebuild a tube form back out, and when I unfroze my subdiv levels the higher levels projected back, the finger spazzed slightly but smoothing sorted it out!