ZBrushCentral

Retopology problem - filling a groove *SOLVED*

Hi guys,

I’m having a slight problem retopologizing a mesh I’m working on. Trying to get more geometry in some areas.
The flatter parts are easy enough, but there are certain deep grooves in the model I can’t quite reach properly.

I tried first doing both sides and then try to connect them, but that didn’t work since they are often below an overhanging “cliff”.

Apparantly you can’t mask the hole mesh while retopologizing, so there goes that idea.
Anyone got any more? :slight_smile:

EDIT SOLUTION BELOW

Here’s two screenshots to illustrate the problem:

groove.jpg

have you lowered the draw radius of your brush? sometimes that helps keep things from snapping together when you don’t want them to.

hi magbhitu, thanks for responding.
the brush size is constantly lowest possible. but the problem is not being able to reach points because they are beneath overhanging cliff like geometry, no matter how hard I zoom or tilt my model.

I can’t help (in my inexpert opinion) that you are retopologizing at too high a subdivision/detail level. You are going to be projecting the details back anyway. Having them in your way while you retopologize is a hard way to proceed.

I’d work on a clone, fill the model with white and paint out your topology guide, then smooth down the deep crevices and distracting detail. After you’ve made your new topology (and select your subdivision level in adaptive skin or by directly subdividing) just reproject the details from the original model.

Or am I wrong here?

Hmm I’m not sure about that. I’m following the Eat3D training dvd method. If I recall correctly he was even one subdivision higher than myself.

For the moment I gave up on the retopology, equalized the mesh, (which gave some more detail in the areas I needed) rebuilt the lower subdivs. After that I deleted the highest subdiv and masked out the parts with far too much geometry and subdivided the rest to match up. I’m around 2m polys and have alot more detail now, so this should suffice for now :slight_smile:

If anyone knows a way to do it with retopology; I’d still like to be able to do it :stuck_out_tongue: It’s just nicer knowing you built the mesh completely. Often gives you an extra subdiv too.

hay dobbie i think i have the fix for you try this

in the subtool pallet make your main model not [see’able] so you only see your topology and click on the vertec and move it out for the skin try this
hope this helps

I figured it out. Thought I’d share here since I’ve found many solutions thanks to ZBC search engine myself :slight_smile:

fix.jpg

Simply bridging like I initially tried failed, but placing a line down the groove tells it where the bottom is, and zbrush fills in the rest.

Glad you got it sorted and thanks for sharing. :slight_smile: