ZBrushCentral

ZB4 R2 DynaMesh retopo

hi all!
dynamesh is a great instrument, but, i think, it is useful only for sketching a model and has some limitation in resolution (if you add details in one area you will take polygons from another area like a blanket :-), so it isn’t like Sculptris that add new geometry) )(i haven’t tried it yet, but is what i have read in the “online manual” and what i have seen in some videos).
if what i read is correct, if you need to utilize your model in another software (for videogames, film,…) you will need a complete retopo of your model that takes a lot of time to be done.
usually I create a base mesh with blender (in few minutes) that has a good topology due to create a good UV map and then i start sculpt it with ZBrush. when either i need more details in some areas or the poligons are too stretched i do a quick retopo only in that area (for example the face) and project details on the new mesh.
at the end I obtain an optimized obj to create easily an uv map.
making a complete retopology of the entire model is very hard expecially in particular concave area.
does someone have any good idea either to optimize the process or to solve this problem starting with the dynamesh tool?
many of you work for the entertainment field, so how do you solve this issue?
thanks in advance!

PS: if only ZB had an easier way to do retopo (3Dcoat style) that would be perfect with dynamesh…

I use Zbrush from a production perspective, and of course I dont have r2 yet, but in prety much all cases a retopo is needed unless you start with a pre made mesh prior to coming into Zbrush. From what iv seen of the Dynamesh, its a concept tool which allows you to work is a more free flowing artistic way.

Retopology in any case always take a long time, more so I find that building the mesh in another app with good topo in the first place. If Zbrush retopo tools have had no change, il be using Dynamesh for concept designs, much like the hard surface modeling that produce rather high polygon meshes, designs look great, but no good for production off the bat.

The design process is a part of the production, but not always the finnal asset.

Has anyone ever seen 3DCoat’s automated retopo tools? Are they any good? Is this something that we could expect to see in Zbrush in maybe release 5? I’m all for auto-retopology :slight_smile:

Yea iv seen it, and its not bad, but its not good either purly because automated things like this cant know whats ideal and whats not. To automate somthing like this will never be as good as human input, unless in the future a certain technology can determind where the eyes, nose, lips, fingers, sholders, and every animatable joint is on every single mesh regardless of its shape and size. What i do know and have faith in, is if it can be done Pixologic can and will do it some day.

Personaly, I rather just build a good mesh to start with, male and female, and use it over and over again making modifications as and when I need to. I did some retopologizing today in Zbrush after making a mesh from Zspheres which I dont often do, and im telling you, I could have made a complete human from head to toe using traditional methods with animatable topology in the time it took just add basic muscle forms and complete topology.

Also I must add that unless your going to be doing some form of production work for film or games which requires a certain topology, just use dynamesh as you can get concepts done without having to worry about such things.

i have seen 3Dcoat too and it is really cool!
i agree with tez but i think it would be useful for making a good base retopo of the entire model (over all after using dynamesh)and then we would retopologize by hand those particular parts as lips and eyes.
the fully manual method of zbrush is really tedious over all for hands and feet and in general for all those parts thet have great concavity.
i hope that Pixologic decide to program a new retopo method.