ZBrushCentral

Topology & Flow Lab

Hey fellow zbrushers,
I’ve been reading through this thread and trying to retopologize my mesh, but when I project the original mesh to the new topology it looks like the attached image. The original was created using the new zsketch mode, but it’s ballooned to 14million points.

Here are a few things I’ve tried so far:
-Changing the projection strengths up and down as well as the range.
-Altering the density of the adaptive skin and the topology subdivs
-Adding more verts to the new topology.

I’m at a loss as to what my next step should be. Can anyone help me out here??

Please and Thanks for any help that anyone can give.

Tim

Attachments

retopo.JPG

First thing to try is PABlur set to Zero. This feature is bugged in this release, setting it to zero disables it. Then set your Dist to 1 and project. You many not get perfect results, but usually you will have a cleaner projection using those values in this release.

If you want you can adjust the PABlur setting by increasing it slowly, but the catch is only in increments of 8. PABlur 8, 16, 24 etc…as again it’s bugged except for those values currently.

Beyond that, no help from me as once those are “dialed in” it works fine on retopo’d meshes I project to personally. Keep in mind, you always have to do a little cleanup on projections, even successful ones, you may not and probably won’t get perfect results no matter what you try, but nothing a little smoothing and poly pushing with the move brush won’t fix. Good luck hope it helps.

I am trying to retopo my dragon rider to a nice lower poly clean mesh but cant seem to get it going. its 74,510 polys i brought in from max so i tried one tutorial it said cant do it too many polys. I have tried other ways I saw on you tube with crappy results. could someone help me here with this im at wits end of what I need to do. call it old age trying to work with newfangled things lol hard for me to understand some stuff I need it in super basic format to understand it.

Joe

Attachments

barb-01.jpg

Great thread thanks for sharing:)

I found this thread through google engine and it is really informative
helped me alot.

But I am still confused about how to retopologize just parts of the mesh.

For example I did the face wrong or the hands wrong, but when I use zphere -> edit toplogy -> and the zsphere binds to the entire model asking me to retopo the whole thing. One way I thought to solve this problem is to just retopo the part I want to edit, export and load it in Maya. Wield the parts in Maya and pop back to Zbrush as a whole model. However, would this cause problem when I project the details to new model ( I read some articles about maintain vertecie orders… don’t quite understand).

I read about Editing existing mesh and I am not sure if this is what I am looking for. It seems to clone the entire object.

Another question, could I hide the parts I don’t want to retopo when I retopo my mesh? Retopo the hands with piviot point at center of the body is quite a chellenging job to do, hence difficult to zoom in to the hands.

Please excuse me for asking noobie questions,

I wish these questions could be answered.

thank you all

-yangtsur-

Hi everyone,
I am really enjoying the topology thread, it is soooooo helpful, thank you all for sharing.

I have posted a question in the trouble shooting forum but no reply yet.:slight_smile:
I am just starting out with toplogy and got all the way down to the feet and found it so impossible to see anything. I have tried with the back front opacity but I still struggle with it.
Does anybody have any tips for the feet area? I scrapped my original toplogy and decided to start again , starting with the feet as it was the most dificult area to see, but now-lol-I just can’t see…
Any nuggets of wisdom would be brill-I have been on this for weeks!!!
:slight_smile:
Many thanks

You can split your mesh into poly groups. Individual toes, fingers, etc. Any parts that may be difficult to see around during retopology. Basically, start with your original mesh at its lowest sub-div level (as long as it has all the body parts as their own geometry - i note this cause I know some people model a foot from one 6-sided cube). Once you have everything grouped the way you want it, go to the subtools pallet and hit Group Split - it will give you a warning that it’s not undoable. Just hit Ok. Now all your body parts are individual subtools. Save this version of your model as a separate ztool. Now go down through the list and hide all the parts you don’t need visible, leaving just one tool to start working on. Like the head or torso. From there, go through the usual steps to start retopologizing and as you get to each new tool you can unhide them in the subtool pallet. This way you can work around individual fingers and toes without the others getting in the way.
There may be a method to do basically the same thing without splitting the model into subtools but this is how I do it.

Thank you ExistentialDisorder Thank you for the brilliant advice I will try that tomorrow Whoop Whoop. I am sending you a big hug.:slight_smile:

I have spent weeks on my mesh,I think this way will be AWESOME!!!

Thank you soooooooo much:) xx

You’re welcome. It can still get frustrating trying to see everything so you just have to go slow.
One thing I’ve noticed with this method though, is that if your original mesh has a lot of surface detail, it won’t project through to your retopo mesh using the projection menu. The detail will only show up on the first piece/tool that you started to retopo. (like the torso, for example). So you’ll have to project all that detail back into your mesh through the subtool pallet once you’ve completed the retopology.

Going slow isn’t a problem for me lol as Ive been on my mesh for weeks. Its a fiddly business topology:) but perserverance is my middle name:)

Thank you very much for pointing me in the right direction, I shall try a bit today:)

Yippiee:)

I want to hide the other side when i make retopolgy

Attachments

retop.jpg

Holy cow XP!
I read the whole thing here, all 50 pages and you ask my one question one the last post of the last page!

So…

How do we hide the stuff in the back?

This is quite possibly the best example of a lot of people getting together to help each other I have ever seen online, Im very very impressed you guys, THANK YOU!

without options:( …the only way http://www.zbrushcentral.com/showthread.php?t=99645&highlight=ReToPology+transparency

Thank goodness for this trusty old thread. It just saved my ass! Thanks!!! :+1:

[quote=“Plakkie”]
Well, I tried two different ways, both of them ugly. The second one give a nice artifact, a pit with a point very far away from the model. Is there a cleaner way to close this gab/make the points come together?

[Loopclosing2.jpg

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or this way which keeps evenly spaced quads:

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Script file for showing top procedure gives error

tool:rigging:select
in…
[IPress,Tool:Rigging:Select]
OK

Hi,

This is probably something very simple but its got me stumped. I’m trying my first topo of a decimated model, I would like to have quads again instead of the tesselated triangles that decimation master makes after a decimation so I am following some tutorials on how to re-topo in zbrush however, my biped rotates all over the screen instead of locally where I am working on the new loops. Its agrivating since I’m not sure where to fix this, and manipulating my object around the screen to keep the spot I’m working on in view is painful.

Can anyone help with this?

-Andrew

Do you have the ‘Local’ button pressed (Local Transformations)?

Without that, the model will rotate around the models center. Tricky if you are in close.

Ross.

Hi! Like many before me, I’m learning topology in brush.

I ran into one issue in the op.

I retopo’d, created the adaptive skin, but I think they moved th eprojection button to project detail on the new mesh. (And yes, I did look under projection.)

So I managed to get the basic shape of my test onject, but couldn’t then project the detail on it.

Is there a newer tutorial using Z4 or zbr2?