ZBrushCentral

Tutoral needed for a clean merge of body parts

Hi,

I’m working on my first figure in ZBrush, full on. I took an older sculpt from Sculptris and made a fantasy character a couple of years back. Now with ZBrush’s improved QRemesher it was nice to get him from tris to quads while retaining all the definition but… I really wanted to work on parts of him at a time so I created a bunch of groups: Head, Ears, Inner Mouth, Arms, Legs, Hooves, Torso/back head.

So I’m done with most of the head and ears and wanted to rejoin them together but after a couple of QRemesh’s none of the points line up any longer, which is expected. BUT I’ve tried just about every tool I can think of to get a clean rejoining of the these two parts without loosing detail or the groups.

QRemesher doesn’t seem to be doing what I need it to do in this particular areas as I see that the mesh is still not properly merged with the other mesh and if I use the Topological Move brush I can still pull the points apart so that’s no good.

Are there currently any tools in ZBrush that can accomplish this and if so is there a tutorial someone can point me to.

Again, I don’t want to loose details, I don’t want to loose polygroups.

Thanks and hope that there are some suggestions!

Richard

Attachments

HeadandEars.jpg

http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/
http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/dynamesh/with-subtools/

Thanks Doug. I’ll look those over.

Richard

YW. You may need to max out the res to 1024. Merge down works a treat. Always save an extra copy ;). There’s also ZWelder which may or may not help you.>>http://www.zbrushcentral.com/showthread.php?171266-InsertMesh-Master-and-ZWelder!-unofficial-Information-Installation&highlight=ZWelder
This is very handy>>http://www.zbrushcentral.com/showthread.php?161588-quot-Axis-quot-Plugin-for-ZBrush-4r2

Oooo, thanks! Those look awesome. Yea, I’m trying to QRemesh at this point just to see what comes of it. Taking a while. I tried some of the ideas from the pages from the first two links but it keeps filling all the holes up. Don’t like that. He’s got his mouth open so I can work on the inner mouth stuff and the eye inner ear is actually does NOT have a hole in it but the processes keep filling it in anyways. Weird.

Well most of that info was for Dynamesh which my mesh is not. It’s been ZRemeshed .

So can you give me a tip on how to retain the body’s mesh but INCREASE the mesh in the face? I need more poly’s added there but the ZRemeshing seems to be deducting poly’s with every remesh which is the opposite of what I want.

I found that if I hide the body during the ZRemesh all the improvements I’ve made on it stay the same but yea, it’s the face I’m trying to add more to.

Thanks

Richard

Yours may not be Dynamesh. It’s the only way I’ve found to make 1 object from many subtools.

Yea, if I would have started the mesh in ZBrush and THOUGHT about Dynamesh from the get go I’d be in a better place with how all this is going. Live and learn.

I did figure out how to increase the polygons using the ZRemesher. I had the boxes checked for More and the first sliders all the way set down to like 10 each. I unchecked the MORE button and increased the first slider (I’m at work now so don’t have the slider names) up to 100% and left the one below (which I think is for curves for smoothing) where it was at and CTRL SHIFT to hide the main body and ran the ZRemesher on the face and out came this very nice high poly face. I also used one of the brushes to add in mesh follow lines (again, can’t remember the name of the brush) so I outlined around the eyes, the mouth and the nose and lovely follow lines which makes adding detail a pleasure to the Remeshed face. :smiley:

That would more than likely have been the ZRemesher quides brush. You can make each subtool a Dynamesh…

That’s it. Guide brush. What a great brush. I love using that on breast and pec parts of a mesh! Gives a nice spiral so when applying morphs things stay nice and even.