ZBrushCentral

Topology & Flow Lab

[Topology_web.jpg]Rastaman.jpg

               <b><u>Transfering a topology rig to another mesh</u></b>

Do you want to make some basic rigs and apply them to all your models? ZBrush3 can do it. Here’s another brilliant workflow by Rastaman:

  1. Load your master-rigg and the model you like to adjust it to into Zbrush.
  2. Make your master-rigg the active tool.
  3. Open [i]Tool:SubTool[/i], press [i]Append [/i]and choose the model.
  4. Click in the subtool-palette on the new appended mesh-topic to make it the active tool. All you do now will affect only the active subtool, in this case the mesh-model. The rigg will not be affected as long as you don't give him back the focus by clicking on its topic in the subtool-palette.
  5. First we scale the mesh to the size of our rigg, so activate [i]Scale[/i]. You can now use the [i]Transpose [/i]function to adjust the size.
  6. To see the rig underneath go to the [i]Transform[/i] menu and activate the [i]Transparance [/i]button.
  7. Now we need to rotate to align it correctly to the mesh. Activate [i]Rotate[/i] and make the adjustments.
  8. Make some further corrections with Move, Scale and Rotate as needed to roughly fit the mesh to your rigg.
  9. Switch to your rig by clicking [i]Tool:Subtool [/i]and selecting the rig subtool. The colors of the mesh and the rigg change now.
  10. Use [i]Move [/i]and [i]Rotate [/i]to adjust the (Micro-)ZSpheres of the rigg to their matching positions inside the mesh.
  11. When you now try to bind the mesh on the rigg, you will notice that the mesh is not available in the [i]Rigging: Select[/i] menu. To solve this problem go to [i]Tool:SubTool [/i]and activate your mesh subtool, then press [i]Tool:Clone [/i]to make a copy of your mesh.
  12. delete the mesh from the subtool-palette. Click [i]Tool:SubTool>Delete [/i]or only hide it via clicking on its eye-button.
  13. make sure that the rigg subtool is active, so that you can see and open the [i]Tool:Rigging [/i]panel. There, press [i]Select [/i]and select the mesh, then press [i]Bind[/i].
Now you can pose your rigged mesh with [i]Move [/i]or [i]Rotate [/i]the way you like it. Press 'a' to see the mesh-preview. So far this has been only tested on a [i]Convert to Main rig[/i] (see above).
 Read the [tutorial about Adapting rigs to other meshes](http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=58155) for more information, Made by non other then Rastaman. :+1:
 
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 For more hidden gems, read:
        
               [The Unofficial Guide to hidden features in the new Rigging and Topology of Zbrush3](http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=58020) <span class="grey">by Rastaman.</span>
               
        <b><u>Topology in action:</u></b>
  • [Movie by Thomas Mahler](http://www.henrykorol.net/ThomasMahler/retopo2.mov)
  • [Thomas does a nose job](http://www.henrykorol.net/ThomasMahler/retopo.mov) :sunglasses:
More information:
  • [Read the Wiki](http://www.zbrush.info/wiki/index.php/Topology) about this subject.
  • Read this [older thread about retopologizing](http://showthread.php?t=27001).
  • A [thread about topology in Zbrush2](http://www.zbrushcentral.com/zbc/showthread.php?t=43333).
Q&A list
               Q. Can you use topology on an object with subtools? 
               [i]A. As of yet the topology tool only recognizes the active subtool. See above for a workaround. 
               [/i]
               Q. Is there a way to make the polygons more visible, like you could do in Zbrush2?
                                                     [i]A. Transform menu &gt; Quick mode on and Frame on. Shows the polygons[/i] (The Namek)
                                                     [i][color=orange]Extra info: Or the Frame button on the shelf. [/i](Plakkie)</span>
                                                    
                                                    Q. How to delete a point ?
                                                    [i]A. Alt Click on a point to delete it[/i] (Kramskoi)
                                                     
                                                    Q. Is there a way to weld the points ?
               [i]A. None found. Delete the points you need welded and create and connect a new one on the desired spot.[/i]
                                                     
                                                    [color=orange]Q. </span>Is there a way to adjust your topology in Move mode while forcing the vertex moved to remain on the surface of the underlying model?
                                       [i]A. Moving created points breaks them away from their on-model position., as demonstrated by [Bisenberger](http://www.pixolator.com/zbc/showthread.php?t=45169). At the moment it seems like that's inevitable. Something for Zbrush 3.5? ;) [/i](Plakkie)
                                                     
                                                    Q. Is there a way to save a topology rig in progress?
                                                    [i]A. Just Deactivate the Edit Topology Button, and then save the active ZTool, after reloading the ZTool, just activate the Edit Topology Button again, and work further. [/i](M[i]ouse_art)[/i]
                                                    [i]A. You can save a retopo rig WIP and come back to it. You turn of Edit Topology and save the Tool. I tested this by saving the tool, quiting and reopening ZB3 and loading the Tool. Worked like a charm. I just hit Edit Topology again and ther was my repo rig. [/i](Poda)
                                                     
                                                    Q. Is there a way to create a mesh from the topolines that match up exactly?
                                                    [i]A. To use the exact amount of polygons as you draw, go to Tool-&gt;Adaptive Skin, and set the Density Slider to 1. The Subdiv Slider from the Topology Tool has to be set to 1 as well. [/i](Mouse_art)
                                                    [i][color=orange]Extra Info:[/i][i]you have to set Adaptive Skin Membrane (Mbr) to 0 if you want the low res for your new mesh to match the poly count from your retopo rig. I think Mbr defaults to 2 instead. I figured that out the first time I created a skin from my retopo rig. The weird part was that I could not get Reconstruct Subdiv to work on the skin. So I deleted it, changed the Mbr setting to 0 and made a new adaptive skin. (Poda)[/i]</span>
                                                     
                                                    Q. Is there a way to transfer the high sub details to the new mesh?
                                                    [i]A. Yes! Turn on the 'projection button' in [/i]Tool:Rigging. (Ladysoul)
                                        
                                        Q. Is there a way to convert the original topology of a model into a Topo-Zsphere structure, so you can edit it a bit instead of having first to draw all the topo-lines?
                                                      [i]A. Yes! [/i][i]The procedure is explained in detail at the top of this thread under "Editing existing topology" [/i](Poda/Plakkie)
                                        
                                       [color=Orange]Q. When you project your old details onto your new mesh, is there any way to copy over your texture or poly painting info? Or do you need to do retopolgizing before you do any texturing/painting?
                                       [i]A. [/i]</span>[i]If I understand correctly, polypainting stores the color information directly 'in' the geometry. With the topology tool you are making new geometry, and thus your polypainted info doesn't apply on the new model. I don't know about texture maps, yet. I think it's a good idea to do the texture/paint part after you have made the new topology. Anyone had different experiences? [/i](Plakkie)
                                   
                                   Q. When shifting topology vertices away from the mesh some of them seem locked, couldn't move them at all. [more a statement really ;)]
                                    [i]A. You masked them by accident. You don't get a visual clue, but trust me. Just play around with CTRL and LMB clicking and you'll be able to manipulate them again. [/i](Thomas Mahler)
                                   
                                   Q. Are there some functions like "edge loop", "edge ring", "making strip" "split"... ?
                                                    [i]A. Maybe some day, but not now. Those tools would really help with retopoing zsphere armatures. Those things are still causing problems. I'd rather have metablobs I can retopo (like Blender), than trying to use Adaptive skin with Zspheres to get a clean mesh. [/i](Crusoe the Painter)
                                                     
                                                    Q. What's the quickest way to delete edges?
                                                    I am currently adding a new vert in the middle of the edge and deleting (Ctrl+LMB click) that. The edge gets deleted in the process. This seems to work fine but I would love to have a simpler, faster way. I think i tried Ctrl+LMB clicking directly on the edge and something bad happened.
                                                    
                                                    [color=orange]Q. After working a little bit with the new topology tools, i tried to create a new topology as described on the wiki. The mesh/tool was created in ZBrush 2. When I hit the "edit Topology" button, i got a skin with lots of holes in it, and I don't know why. Before hitting the button the skin was ok! Does anyone know why this happens and how I can fix this?</span>
                                              [i]A. [/i][i]Solved this problem, by taking the topology of Subdivision lvl 2 of the Mesh. Lvl 1 didn't work and gave those strange holes...[/i] (Train22)
                                                    
                                                    Q. What do the Hide and Bind buttons in the Rigging and Topology menu do?
                                   [i]A. [/i][i] bind: allow to move the mesh reference. [/i](Andreseloy)
                                                     [i][color=orange]Extra Info: [movie by Andreseloy](http://download.yousendit.com/F4C769B362CA4673%20) showing Hide and Bind in action. 
                                   [/i]</span>
                                   Q. Is there any use for the [i]Rotate [/i]mode?
                          [i]A. [/i][i]Non found...[/i]
                               
                                Q. Is it possible to mirror an existing topology mesh?
               [i]A. Nope.[/i]
                               
                               ---------------------------------------------------------------------
                                                    
                                                    Any suggestion or corrections? Please post them in this thread!
                                                    
                                                    Cheers,
                                                    Plakkie

Attachments

Retopo_illust.jpg

ZSphere_wrapping.jpg

Topology_extraction.jpg

Toporiggin_illust.jpg

Here is started working on a new topology
[retop.jpg](javascript:zb_insimg(‘56172’,‘topmask.jpg’,1,0))

Attachments

topmask.jpg

Wicked mask! :cool: If he snorts, the two flaps will probably move outwards; that always gets a laugh on parties. :lol:

Is there a way to make the polygons more visible, like you could do in Zbrush2?

Transform Quick mode on and Frame on. Shows the polygons

NM, sorry, back to the manual…

Ah, so it’s hidden there, thanks Namek!

Great thread- thanks for starting.
I too have been playing with topology. I don’t have too many answers, but I do have some questions to pose:

  1. Notice how when you convert from the topology lines that you draw into a mesh that the base mesh you create is 4 times as dense as the lines you draw? In other words, the subdivision of the mesh is one higher than the lines you draw. Why? Is there a way to create a mesh from the topolines that match up exactly?
  2. After drawing some topology lines (The vertices of which I think are size 0 z-spheres by the way), I switch to Move mode to adjust the flow. But when I move the vertices they are not contstrained to the surface of the model. Is there a way to adjust your topology in Move mode while forcing the vertex moved to remain on the surface of the underlying model?
  3. Does anyone else find it very frustrating that there is no good documentation on this stuff?

Yes, quite :stuck_out_tongue:
Thankfully I stumbled on this thread in which plakkie said to hold ctrl to set new start points…that makes it MUCH easier. I didn’t see that mentioned in the wiki. All I was able to figure out on my own was that by placing the mouse cursor on the point that was active, deactivated it, but it didn’t always work smoothly nor was it fast.

So thanks for that tip Plakkie! :slight_smile:

Thanks for starting this thread guys and for the tips. Once I have made new topology, my original disappears, noob question but wheres it gone and how do I find it again

Hi !

I’m playing with topology, and have some questions !!

  • Is there a way to weld the points ?
  • How to delete a point ?

anyway, Zbrush 3 really rock !
Kudos to pixologic !

Alt Click on a point to delete it

what I’m wondering is if there is a way to transfer the high sub details to the new mesh. Anyone know if I’m missing something?

Thank you Kramskoi !

To transfert your high mesh details on your new mesh, you should check the “cyborg head tutorial” on the wiki about the procedure.

At a point the tutorial says to “press project on the tool rigging sub-palette” but the correct name of the button to press is “projection”.

Thanks… I just came across that in another thread. just imagine if there was a way to condense all of this info into just one thread! I guess that what the Wiki is for in the end.

Are there some functions like “edge loop”, “edge ring”, “making strip” “split”… ?

Lady:

Maybe some day, but not now. Those tools would really help with retopoing zsphere armatures. Those things are still causing problems. I’d rather have metablobs I can retopo (like Blender), than trying to use Adaptive skin with Zspheres to get a clean mesh.

  1. Notice how when you convert from the topology lines that you draw into a mesh that the base mesh you create is 4 times as dense as the lines you draw? In other words, the subdivision of the mesh is one higher than the lines you draw. Why? Is there a way to create a mesh from the topolines that match up exactly?

Answer: To use the exact amount of polygons as you draw, go to Tool->Adaptive Skin, and set the Density Slider to 1.
Edit: Almost forgot: The Subdiv Slider from the Topology Tool has to be set to 1 as well.

This is a great thread.

I am glad to see that I am not the only one having trouble with this. I am finally starting to get the hang of it. I wish I had known about using the Control key to start new polys.

  • I am also interested in finding a way to move the new topology verts around but stay constrained to the original surface.
  • I also wish there were more in depth docs regarding how to use the tool. Labeled images would be a great start. Captioned movies of the tool in use would be even better.
  • Does anyone know if there's a way to save a topology rig in progress? I started retopo-ing a mesh at lunch and didn't get a chance to finish. Fortunately I didn't have to worry about it because I just put my laptop to sleep with ZB3 still running. It would be good to know the proper way (if there is one).
  • I would love to know the quickest way to delete edges. I am currently adding a new vert in the middle of the edge and deleting (Ctrl+LMB click) that. The edge gets deleted in the process. This seems to work fine but I would love to have a simpler, faster way. I think i tried Ctrl+LMB clicking directly on the edge and something bad happened. I will have to try it again when I can.
Thanks!
  1. Just switch to move mode, and you can drag your points around(don’t forget to set the draw size of the Brush, to influence so many points in the area as you want, after tweaking, just get back to draw mode.

  2. Erhm…have to go. :stuck_out_tongue:

  3. Just Deactivate the Edit Topology Button, and then save the active ZTool, after reloading the ZTool, just activate the Edit Topology Button again, and work further.

  4. don’t know.(yet, if there is a way)

Ok, here’s a few images of the old and the new topology I worked up today. I am by no means an expert in this so take it with a grain of salt but the new topo is MUCH better suited for pushing this sculpt further. The model isnt done yet by I can finally work with the neck now.

Anyway here’s my first attempt at the new tools with High Sub and low sub verisons.

New one is on the Left …Old one is on the right

Old-New-Topo-Low.jpg

Attachments

Old-New-Topo-High.jpg