ZBrushCentral

Ways to replace limbs?

Ok here is the thing.

I have a sculpt iv spent months on, I had made the mesh outside to start with and over the months its been posed, sculpted e.c.t.

The hands have nails on which have screwed up big time. they cant be fixed so I wish to edit the hands externaly to have no edge loops for nails.

So I delete the original hands in zbrush and import the new modified hands. Now comes the problems.

1: If I merge the sub tools ZB crashes after pressing ok to a error message.
2: If I try to insert mesh, delete all higher levels and try to project a highres version the mesh screws up, bad spikes and deformations, nothing unusual there.
3: If I use the low mexh with the hands that are good, as new topology, then when I project the eyes and hands screw up?

So how do I get around this problem. I can t loose all my sculpting, no projection works, what options do I have left?

Thanks.

If you play with the projection settings you can usually get a lot better results, but it seems never perfect or even really all that close.

Someone might have a better answer but I have read that you can store a morph target and then use the morph brush to redo the parts you want to keep. That way, you can choose what parts get projected and what not.

I don’t know why option one fails but maybe this will help you with option 2 or 3.

Hello, thanks for replying.

Once limbs are merged together the morph no longer works for that mesh, because the merge tools makes a new mesh.

I have fixed the problrm with merging the tools, the names where too long. However it dont weld the body part on, just combines it into one tool, and the morph no longer works anyway.

Project all caves in the eyes and the hands mess up so thats a no go.

If you “project all” on each subd level starting from the lowest, you could get better results. Additionally, you can hide parts of geometry that create issues (seams between meshes for example) when you project all.

UNfortunatly hiding parts makes no difference, the eye area still caves in. Only way is to store morph target for the un-projected mesh and morph paint out the bad spikes.

As iv found before, bu the time I paint back the smooth stored morph im left with most of the face to sculpt again from scratch, including the hands.

When a mesh messes up in ZB its near imposible to correct it. I hope these projection issues get sorted in v3.5, as well as the ability to weld new limbs on that match the edges.

Need to beable to hide parts when projection in rigging mode, get closer to the mesh when building new topology, and have 4 poly loops around fingers. And of course have open cavities that dont cave in when using projections.