ZBrushCentral

Topology & Flow Lab

Cresshead:To solve your problem, go immediately after loading your retopo-work to the Tool-Topology-Tab, unpress ‘Edit Topology’ and repress it again.

Now it shoukld work.:wink:

If not, you have masked points.
Ctrl+Drag rectangle on a free place on the canvas to unmask all points.
Now try again, it should work at least now.

yeah!..bingo :+1:

thanks for the help…also found those pdf’s which are fantastic!

thanks for the prompt help :smiley:

stee+cats

Any chance someone could post a zscript or video of Yiannis’ technique for re-topoligizing fingers and toes? I’m feeling a bit dense and can’t seem to get the hang of it.

I second that request, also could someone please reupload this: movie by Andreseloy showing Hide and Bind in action.
that link is dead.

As I finally have more time on my hands now, I’ll walk through this thread and replace the broken links, and add the new things that were discovered.
Z U soon,
Plakkie

is this possible with zbrush’s current tools?

  1. make hipoly mesh
  2. retopo
  3. edit lopoly retopoed mesh’s UV’s in MAX/MAya
  4. introduce new UV’s to retopoed mesh (subd level1)
  5. higher level subd inherits new UV’s
  6. you now have a lowpoly and hipoly both with custom UV maps, for game/realtime and production renders

Hi everybody, I have just released a new Topo-tutorial:

Easy Retopologising models preserving the fine-detail levels

You find it here:

http://www.zbrushcentral.com/zbc/showthread.php?t=48689

Retopo_detail-Topostatus_big.jpg

@ Plakkie: Maybe this can help you with your problems.:wink:

@ Levin: I understand your post as a question, right ?

The answer is yes, that’s possible and it is as well descriped in the Wiki, under the topic polypainting and remapping UV’s within the polypaint-process.

If you save a low-poly version of your retopoed work, give it wherever a new UV-Set and reimport it when your high-poly-model in ZBrush is in exactly the same subd-level as your .obj with the new UV-Set, the imported .obj will replace the originial mesh as well as the UV’s (equal if they existed before on your high-poly mesh or not). Structure and UV’s will be replaced by the imported .obj-version.

The goal with that is that you can preserve UV-Sets before you kill them for the polypainting and reimport it later for your Color-map-creation. The polypainting and all the higher subd-levels are still available. :smiley:

But it works as well as a method for exchanging UV-Sets with ease.

Wait some days, I am currently working on a new tutorial of showing how to deal with this very usefull feature. :wink:

One note:

In my work for my new topo-tutorial (see my post above) I tried this technique also for transfering details from the high-poly-mesh (with bad topology) to the retopoed low-poly-mesh.
For two reasons this does not work with the .obj-Reimport-trick:

First the reimport of an .obj into an active mesh is only allowed when they are in exactly the same subd-level and have exactly the same number of poly-surfaces and poly-points.
Otherwise you will get an error message…:confused:

Fine, I thought, let’s alter the retopoed lowpoly-mesh a little bit to match the number of surfaces and points just like the original mesh by inserting or deleting some points / surfaces on not crucial (means hidden) parts of the model.:cool:
Well, you can do so and ZBrush will begin to reimport the tweaked .obj, but it also crashes after some seconds.

So this technique does not work for transfering details within mesh-versions that have changed in the basic structure.:td:

Rasta: if this works like I think it does it would save my (and my model’s) neck!!! I’m thrilled. Haven’t time to test it untill tonight, but I assure you: I will. I’ll say it again: you are a genious. :+1: :+1: :+1:

For those who like to know how the solution for Plakkies problem is, look here:

http://www.zbrushcentral.com/zbc/showthread.php?t=48689&page=2&pp=15

You find a description of how to generally merge several different high-detailed meshes into one new retopoed mesh with all the previous details preserved.:smiley:

Hey guys, I’ve been struggling with retop for a while now, so after trying to decipher the solution without any advance I thought I’d try with the ones who know best :wink:

Retop-full.gif

If I go further either the hands or the feet problems occur :confused:

Anyone has an idea what could be the problem?

Thanks a lot for any help :+1:

Attachments

Retop.gif

Retop1.gif

Hey buddy’o! Cool model, nice muscles. :+1:
The hand and feet are problem area’s no doubt, but I thought it was possible. Have you scanned the pages of this thread? (quite a job… :wink: )

Have you already tried just continuing and finishing the feet? Sometimes those problems resolve when the mesh is closed. Probably not the solution, but worth a try. Don’t give up; Rasta will know what to do. :smiley:

@ elarcano:

I would say, go first to my page here:

http://www.zbrushcentral.com/zbc/showthread.php?t=48689

and check the tutorial on how to use the retopo-process with high-detailed models.

Btw, I think you should try to lower the value of the Tool -> Rigging -> Projection strength in case you already worked with projection. This might be the cause of your wired results at the legs.

If you have a low-subd-level within your model, use it as a quick base-topology to start with. The technique is described in my tutorial.
It will save you a lot of time, especially at the hands. :wink: (What’s his glove-size ? :eek: :lol: )

Hey guys,

First of all I’d like to thank Andreseloy, Plakkie and Rastaman for helping me out :+1:
I tried Andreseloy’s and Plakkie’s suggestions, unfortunately didn’t work for this model.
Second, I should say that this model started from a zsphere -so the topology was no good for finer details-. I retopologized from stratch, so regarding Rastaman’s tutorial I think I’d be at the “fixing” stage -even if I’m doing all over the retopology- and I’m using the projection button and it’s going very well. The case is that I just can’t finish retop because these lines shoot right out of the topology that go towards the hands and the feet. My Projection strenght is only at 1… so I’m kinda lost.

That said, thanks a lot again guys :wink:

PS.
Oh! I forgot to mention that this model was made in ZB2 and the zsphere appears at his (the model’s) chest… so it’s not at the center of the model… more info just in case :wink:

@ elarcano:

You must drag the Projection-strength-slider more to the left in below-1-values.:wink:
Then it should work. :+1:

Else use the transpose-feature to bring more distance between hands and feet, put pulling the slider to values below 1 should be enough to succeed.

You may have a stray zsphere or zsphere link somewhere. Doublecheck your model. I usually get these problems when I have a wonky one somewhere.

@ elarcano:

Here is your solution:

  1. Set Topology -> Subdiv to 4

  2. Reduce Density in Adaptive Skin from 6 to max. 3.
    The density value was only too high, that caused your problems.

Then you will see this:

Devil.jpg

So, a common hint for all who get wired results when previewing the projected topo-mesh in adaptive skin preview:

Begin your attempt with a low Density-value in the Tool -> Adaptive Skin -> Density setting.
Try a first time with a level of 2.
If it looks right, increase this value step by step (3 then 4) and always press ‘a’ to preview your results.
From some density-level on (depending on the polygon-count of your retopoed low-poly-mesh), ZB3’s algorhythms will fail to produce a clean result.
So that will be your individual adaptive-skin-density-limit you cannot overcome.

“Q. Is it possible to mirror an existing topology mesh?
A. Nope.”

Couldn’t you just export the low topo into max, mirror, and import back as the low topology?You just have to have it imported and press “select” in topology menu and select the mesh…

Great ugly creatures. This topology feature is awesome and it will only get better.

One question? :confused:

  1. Is there a way to make holes in a zsphere poymesh3d?