ZBrushCentral

Zprojecting Retopo low to my high poly

  1. retopo version
  2. high poly original made in zbrush that needs the new topology
  3. Tried using zProject brush (via zbrush)
  4. Get these funny business

RetopoZproject_Issue01.jpg

The intention is to have this imported into UDK (unreal engine) and play as that character. I don’t want to get to the higher detail until I work out the topology. Is there a better way to transfer my topology to my high poly?

When I followed zbrush tutorial on the use of the zProject I had a worse time then what you see now. It kept pulling the back of the model. Also I could not find the elevation setting it said to set up to 100. So I use backface culling and that helped somewhat. not so sure but x symmetry turned off worked better too. Love to hear people’s experience and advice on retopo methods with or without using the zProject.

I used 3d coat to do most of the retopo and the rest in maya (to mirror the retopo). 7000 tris after retopo.

image…

Woops, my bad. Noob move on my part. :o

Well, to further extend on this I have been messing with it some more and it seems my best result has been taking the lower division levels of the high poly and projecting it to each level as I go up to the highest. Don’t know if that is the best still.

Another thing I was thinking about is just to not use zProject and bake out the normal map using the retopo version as an envelope around the high poly. The only reason I wanted to zProject was to have the high poly and the retopo version be all in one.