ZBrushCentral

Topology Question?

Hello there,

I am just working on my first major sculpt in zbrush and it’s come to the point of retopologising my work. I’m currently just using the edit topology tool to arrange my quads. Just wondering if there is a more efficient way of doing this?

Thanks in advance.

Not within Zbrush, that’s what the retopo tools are for. There are other tools (Such as topogun) which accomplish that task, and are a bit easier to use IMO.

The biggest problem I have with ZBs implementation is that the vertexes don’t snap to the surface when you split an edge. so, unless you plan ahead very well, you end up having to pull vertexes out from inside your reference mesh, which can be very difficult to do sometimes.
On the bright side, the topo doesn’t have to stick to the surface of the reference, so you can create details by moving the points after you’ve created them.

Also. It crashes alot.

Yeah, I’ve just been working away and realised that when I tried to make my mesh, there was iregular verts all over the place.

Thanks a lot for the input anyway. I suppose I will speed up with a little practice :smiley:

3D Coat is really amazing, too. I like it better than Topogun. It’s faster in my opinion.

Not sure if you have Maya, but NEX by draster is a good low cost alternative. Combined with decimation master it works very well.

It would be cool to know your final decision when you make it and why too;)

I tried 3D coat several versions ago I think, and did not enjoy the experience; might be better now :slight_smile: Also, 3D coat is almost 3x as expensive as topogun