Hi
I use ZBrush’s excellent retopology tools to reconstruct complex organic 3D scanned meshes.
However with ZB4 the annoyance is that whenever you select a dense mesh to be attached to your zSphere to start the retopology process the dense mesh automatically takes this transparent shader.
This means that after finishing topology on one side of the mesh and turn to the other side, you can barely see your mesh easily as the previous polygons you made now show brightly from the side of the mesh not facing the camera.
It becomes really frustrating to try not to select the back-facing polygons whilst working on the front faces and the mesh itself becomes difficult to see.
Any suggestions on how to force the dense mesh to take a solid shader? I only need to work on one side of the mesh at a time. The other side needs to stay out of my view…ie needs to be backface-culled.
Regards
el