ZBrushCentral

Topology & Flow Lab

Thomas and Noggin, thanks for more good tips (invisably masked points :eek:) and another movie; nice nosejob. :smiley: It seems that we already learned enough about the new Topology tool to make an assesment and some suggestions for further development. Just to summarize:

-not keeping up with the user is frustrating sometimes, it would be nice to click away more freely.

  • a ‘stick point on original surface’ button would be nice too.
  • Projectable Polypainting info would make the artist free to change topology at any fase of the design process.

I tried to topologize an object with subtools, but couldn’t get the subtools to join in the topologize party. What would be the way of proceding with a multi-tool object?

Oh guys, don’t massmail Pixo about these issues. I already told Jaime about them, I’m keeping a thread in the beta board alive that pretty much sums all that up - and Pixo already knows about it. I’m pretty sure most of these are no-brainer issues.

Good to hear!

Works perfectly! :smiley:

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](javascript:zb_insimg(‘56517’,‘Loopclosing2.jpg’,1,0))

Maybe I am blind or didn’t read all posts properly, so vergive me if these questions are stupid.

First:
So far, I have only seen and found infos about creating a new topology on Mesh-Objects.:confused:
But what about the cool feature of creating a topology over a ZSphere-Model as shown in the 2004-Sneak-preview-video ?
The ZSpere-Model then acted simultaneosly as a rigg for the new mesh. How do I do that ?

And second:
Creating a new topology by hand over an already completed mesh might be nice for some needs, but wouldn’t it be much easier if one could simply mask the areas of the mesh and ZBrush would create the new topology automatically ?
Why so much handwork for that ?

Also shown in the sneak-preview-videos was that after creating a topology on a mesh-objekt, the topology also akted as a deformation- or rigging-like-Tool. That would make more sense for me than only creating a clone-part of a mesh.:confused:

Ok Plakkie here is the link for a video, where you can see what does Bind, hide,delete in Rigging Panel or Delete in Topology Panel also the basic, hope this help.
http://download.yousendit.com/F4C769B362CA4673
Andreseloy

bind: allow to move the mesh reference

:slight_smile: …thanks Thomas.

Actually i was using projection, the issue was that the subd. on the topology menu was low as well as the Density on the adaptive skin menu.

Thanks for the videos, they are great. :wink:

Look this zscript from Marcus Civic
Andreseloy

I would like to do, but ZBrush doesn’t play it.:o

Edit: allright, found the play-button, will take a look now.:o

OK, that shows the deformation-option with topology on a mesh-object.

But what about the other feature of creating a topology over a ZSphere-Model as shown in the sneak-preview ?
I am just trying to discover out if this feature is still implemented.

Thanks Andreseloy! Downloading now, goes very slowly. I will watch it tomorrow see if I can finally graps the concept.

's bin a rewarding day, learned a lot about the new topology tool. Keep posting, and I will update the thread tomorrow. Have fun, and good night!
Plakkie

you say before making the adaptive skin? in that case is not possible, i think thought…
Andreseloy

you say before making the adaptive skin? in that case is not possible, i think thought…

Haha, yes, it is, I found it.:lol: :lol:

Wait some minutes, I will post the way immediately .:smiley:
THAT feature is really the coolest, I assure you.:cool:

Ok, here is a first way that I discovered so far to this fantastic feature:

The sense is like shown in the former video that you have a Skeletton of ZSpheres that you can easily wrap with a topology-mesh and use the ZSphere-Skeleton as a Rig.:eek:

So now do this:

  1. Create a Model or better Skeleton of ZSpheres just like the ones you use in former ZSphere-Modelling.

  2. Under Tools -> Topology -> klick on ‘Edit Topology’

  3. in Menue ‘Transform’ activate the Buttons: >X< , and the key to it all : Localsphere-Symetry (Local Radial Count-Value determines how many lines will be drawn around the Zsphere-Skeleton).

  4. Activate ‘Draw’-modus

  5. Set your starting-point with Ctrl + klick on the desired start-point on your Zsphere-strukture.

  6. Klick, release, move a little bit and klick again, and WHOW:eek: , a topology around the ZSphere-Skeleton appear.

  7. Preview the mesh with ‘a’

  8. To use the ZSphere-Skeleton as a rig to pose your new mesh, deactivate the button 'Edit Topology’ and you can deform (Move, Skale etc.) the Skeleton again. The created topology will follow the rig.

Thats all for the moment.:lol: :smiley:
A new world of modeling is opened.

OMG Rastaman! You FOUND IT!

Why is this not on the WIKI? :smiley:

When retopoing zspheres, under Display Properties you can size them so they show smaller than the skin/rig you are making. You can also quickly shrink down the zspheres for doing things like fingers, then scale them back up.

:smiley: Here is a Zscript for it to explore.

Have fun.:lol:

Man, this works great. Dummying out a head from zspheres is easy now! :smiley:

One update:

after you have finished your topology-mesh, you transfer it via klick on 'Tool -> Adaptive Skin -> Make Adaptive Skin ’ into a mesh.

Note that ‘Edit Topology’ must be deactivated for that.

Now select the ZSphere-Skeleton as the active tool and scale the ZSpheres somewhat smaller so they fit all inside the new mesh.

Now press 'Tool -> Rigging -> Select' and select your new created mesh , klick 'Bind' et voilà, your mesh has a cool rigg. [color=#ffffff] [color=#ffffff]

This is definetly one of the coolest features for me in ZBrush3 (among all the other very cool things.:smiley: ) What secrets hides ZB3 else ?