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Zbrush and retopology in topogun - retopology principles question

Hello !
obviously i’m new to retopology, and for a rock project i wanted to create my own low poly, in topogun which i find great.
then i’ll project it on the high poly model, in zbrush.

i realize that i’m lacking experience of course, and guides, to do a correct retopology. may i ask you some advices please ?
for now i improvise, and it came naturaly ( but i may be wrong ) to me to first create some islands, like for some eyes, that i’ll try to fill, then i create some junctions between the islands. is it correct ?
do you know about some good source for such questions ?

it can be a problem when there’s an odd number of edges, to close a zone, as you can see. i’m sure that there are tricks for that but all knowledge would be appreciated, thanks !

Attachments

retopo - 1.JPG

retopo - 3.JPG

retopo - 2.JPG

Why not use ZRemesher and/or the Topology brush and just do it all in ZBrush?

Video Tutorials: http://pixologic.com/zclassroom/tag/Topology%20Brush

thanks.
because topogun is fantastic, and i’d like to learn how to do it manualy, because in some cases, zbrush won’t do it right. so i have to prepare myself for it.

and also because after a zremesher that looks fine as a low poly, it can produce some strange things at higher res, projection after projection . too bad …

Attachments

1.JPG

found another way :

doing a zremesher , and then exporting it to C4D to correct the wrong quads. then i reimport it into zbrush , i do the uv’s and the reprojection went ok.

but even if the global shape is ok, with vray and the displacement map, i still get some strange results, some kind of seams, i don’t know …

Attachments

rock 1.jpg

Rock 2.jpg

rock 3.JPG

rock 4.JPG