That occur because you press again in the topology panel selelct>pickup the object again!
Here are the steps to avoid that with a little zscript
1.-Select zsphere and put on the canvas
2.-Press T edit mode
3.-In the rigging panel press select
4.-Select the object(must be a polymesh) over you want to make the new mesh
5.-Press Projection
6.-In the Topology Panel Press: EDIT TOPOLOGY (not select buttom)
7.-Still in edit mode make your polygons,add, move…
Andreseloy
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?
A. I could solve this problem now, by taking the topology of Subdivision lvl 2 of my Mesh. Lvl 1 didn’t worked for me and i got those strange holes…
But still wondering about it, why lvl 1 didn’t work
The Mysteries of Zbrush3… Could it have anything to do with the “Max Strip Length” slider in the Topology menu? Just a wild guess; I haven’t seen it make a difference yet on my models…
Plakkie asked me to post this here. I hope it is still useful.
Andreseloy - I have not gotten a chance to try your script yet but your advice sounds good to me.
Here’s what I wrote in my wip thread - it has been pointed out that what I am calling vertices or verts in this process are actually ZSpheres. That is true but I think it’s clearer when described as verts and even the docsrefer to them as verts:
Along with comments and suggestions in the thread we are currently in, I also found the cyborg head tut to be helpful (if not a bit vague) in figuring retopo out.
Thanks Poda, much appreciated!
Thanks Poda your highlight tips are a must!
Andreseloy
Hey Plakkie - If you just want retopo an object but you want to start with the existing geometry already in the retopo rig my guess is you can follow step 4 in Francois Rimasson’s The Making of “Birth” tutorial. It says to clone your souce mesh and hide the parts you don’t want to keep (in your case I guess you would not hide anything) and select Projection from the Tool:Rigging subpalette. This will take whatever’s visible in the clone and turn it into a retopo rig and project it onto your template (source) geometry. To see and edit the rig you select Edit Topology from the Tool:Topology sub palette.
I haven’t tried it yet but it sounds pretty straight forward (relatively speaking).
I hope this helps.
You know, I’m also still fiddling around with the tool and it’s kinda of like a two-edged blade right now.
- For ZSpheres, it works better than for imported Geo.
- I’m freaking impressed about how fast the projection stuff works and how well that’s integrated.
- I think the core of it is really nice. It needs to adress some workflow issues, like being able to easily drag points across the ref at creation time, insert edge loops on the fly, etc., but all in all, it’s nice.
- The display issues are killing me.
- There’s still some stuff missing and so on, but it has the potential to become just a kickass retopologizing solution.
I’ll record my tests and tweaks. Here’s the first recording session:
http://www.henrykorol.net/ThomasMahler/retopo2.mov
Now, you can see some of the quirks. It interprets some of the points not correctly and shoots them off in space. I still try to figure out when it’s doing that. Also, it has some internal problems with masking at times, so the user doesn’t know when a wire is masked or not. Anyway, tessssttiiinnnnggggg!
I was just looking into that Poda! :lol:
Thanks for the tip. The tutorial seems to suggest it is the thing I’m looking for. I tried it but it didn’t work, until: I set the subdivision level to 2, as the tutorial says. Then it works, and I can use the original topology and edit that!!
Thomas :
i have success donwloading it and very ilustrative. Thanks very much, please dont forget to share more of your tests
Andreseloy
Now it does! I was just still uploading it.
This is a great start on a thread destined to become another ZBrushCentral classic. Thank you Plakkie!
Several years ago Thomas Mahler opened a thread on Retopologizing Theory back when Silo first unveiled its Topology Brush - relevant topic, worth viewing.
Sven
Hahaha, I was just thinking about that today and I think a lot of what I initially wanted is already exactly what we have here. Isn’t that nice?
Now, there are still some kinks to work out for Pixologic - There are some display and workflow issues, but this could really be a great time saver. It’s fun to work out the topo that way too. It’s kinda like a jigsaw puzzle.
Thomas is Ok
Svengaly my friend great to see here! Yes, Thomas tutorial was very instructive dor me to.
Andreseloy
I actually talked to Martin and he’s releasing a kickass new Z3 timelapse pretty soon now, I also thought of creating one of the Colossi (I think that’d make for a nice Z3 challenge, heh!), but first I really want to get a better grip on the new retopo tools and work out what’s possible with them now.
http://members.chello.at/mahler/colo1.mov
That’s another one, me working out the armature. The lower leg area sucks big time, but what the heck.
Actually, with the added retopo tools, ZSpheres are incredibly powerful now. There’s no single tool out there that’s faster for working out gestures, initial masses, etc.
Yeah i tried that, but couldn’t see any difference too
Svengali, thanks for bringing this to our attention! Very interesting stuf in there. Seems that retopologizing is hot again right now.
It IS addictive, yes! I find that once I start, I can’t stop. It’s like painting your room; with every stroke it keeps getting better.
Thanks for your movies Thomas, and for the very interesting thread you started some years ago. Keep it coming! I wish I could discuss the topology issue with you, but for me, it is still a very new and unexplored thing.
I could do with a “what makes good topology” tutorial, but if I understand some bits of Thomas’ thread correctly the term ‘good topology’ is not a clearly defined one.
Are there any general 3D tutorials or articles about polygon flow and topology around on the web? Now it has become so easy to experiment with it, it would be nice to read more about that.
when in move mode points don’t adhere to the surface of the reference mesh
question: 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?