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Retopologizing using zremesher deletes teeth, can't create well-detailed lowpoly.

I have been trying to learn to model for a while now. I created using a dynamesh with 1024 resolution (gradually increasing from 128), a model, that I wanted to put in my game. I have learned, that I needed a model under 20k pollys for it to work smoothly with animation etc.

The problem I have, is that when I duplicate my tool, and use zremesher on it, even with guidance around the teeth, most of the teeth of my character are left in scraps, (as if my dinosaur didnt wash them in 100 years). I wanted to project the details from high-poly dinosaur that I created onto the lowpoly one. It did “kind of” work, but the teeth area are very screwed up. I have no idea what I did wrong, and how do people achieve such amazingly-looking characters as in assassin’s creed, etc. I simply can’t get similar results to what I created in zbrush while trying to export it to unity with low poly. The details i imported from the normal map worked “ok”, on the skin, but nothing can be done with the teeth, simply because they are in scraps.

I’d appreciate any help and tutorials on this matter. I followed this tutorial to achieve what I want.
https://vimeo.com/111813917

I also do this for unity game engine, and I wanted to rig and animate my model in blender.

Thanks,
Satiris

Have you tried use polypaint for color density in the Zremesher menu?

http://docs.pixologic.com/reference-guide/tool/polymesh/geometry/zremesher/

Yes, I did try with highest density.
Here’s visualization of my problem:

http://i.imgur.com/Zmq3wut.png

Raising the adaptive slide will increase the difference of sizes in the faces to catch smaller details. Lowering will do the opposite.

Even raising adaptive size to the max (100) didn’t make any significant change, the teeth were still removed.

This is an example using default Zremesher settings with no changes and polypaint density 2X and 4X. Notice the gradients in the polypaint to avoid artifacts done with blurred masks.
14.000 polys. It looks also OK on at 8.000. If I want reduce the polys a lot more I would need to play also with blue colors for polypaint density.

Obviously your model could have specific problems that I don’t know but my only point is as a generic problem it can be solved. The last version of Zremesher is excellent. It is a good idea to use decimation master to reduce the number of polys before using the Zremesher to reduce the times and then be able to do multiple tests.

I think would help a lot if you do a bit thicker the teeth with the inflate brush, similar to the thickness I use. If the teeth are very thin it will increase the difficulty to detect the shape. You always can do the thinner later.

Image 1215.jpgImage 1212.jpgImage 1214.jpgImage 1213.jpgImage 1216.jpg

It seems I will need to somehow re-do the teeth area, perhaps I should do it in another subtool, and make my teeth in outside app (blender), so it has minimum number of polygons, so that it doesn’t need to be retopologized?

The number of polys depends what is your targets, needs and pipeline. It is not the same for games, or films or simply a personal demo. If it is a personal demo anything with a moderated amount of polys and clean geometry it is OK.