ZBrushCentral

zremehser problems ?

HI ,

Trying out zb and I’m having trouble getting it to not horribly decimate certain areas of mesh, though I did use control and LMB which I thought would have stopped that, how can this be achieve ?

I’m trying to get ‘clean’ topo, but its ruining some areas beyond recognition.

Also how do I rotate in zb such that as I do so, it stays ‘level’ as in turntable mode, the default is maddening to those as me, used to maya , etc.

One last thing, this mesh isn’t solid, it is hollow insisde with a lot of important gemometry that needs editited and I wanted to try zb out regarding this, but while I can ‘see’ the inside turning mesh around to bottom, it won’t let me see/edit any of it, as if Itry to zoom in I’m constantly blocked visually by zb’s method of displaying non solid s.

Thx for any help with these issues.
lee

Pictures are always helpful.

Generally speaking though, if you are getting results that are too extreme with Zremesher, increase the target poly count. Use Zremehser guides to influence polyflow. If having trouble with accuracy, increase the adaptive slider somewhat for increased accuracy at the expense of poly shape.

Realistic expectations are also important. ZRmesher works best when highly optimized, precision geometry isn’t required. If you need that, you should still expect to manually retopo.

I believe local transformation ( Transform > Local) is active by default. In this mode, Zbrush will pivot around your last point you made contact with the mesh, which is very useful for sculpting. If you disable this mode, it will instead pivot on the model center. There are also options for limiting the axis of rotation in the Transform menu (as well as on the right side of the default UI viewport) to the x, y or z axis

It sounds like you’ll need to familiarize yourself with basic Zbrush functions like subtools, polygroups, and visibility shortcuts in order to separate and manipulate your mesh efficiently.

Hi me again,

I tried the visible shortcut, and it did nothing as in the underside of my mesh is still not entirely filled in, and I can’t ‘get’ to any of it, comparatively speaking compared to sculptris, which works perfectly, and actually where most of my entire mesh was done, as without sculptris my visions would still be in my mind :wink:

Thx for any hints about this, I’ll keep looking around, but I need this to work before I can use zbrush. This current mesh is all I think about so either I can use zbrush or I can’t.

I’ll look into the other options , but so far all of your suggestions have been met with failure, but not the kindness in trying to steer me , that was a huge success, so ty for trying.

I have a 317k mesh which I’m very proud of, it just not finished, and what is holding me back atm, is converting entire mesh, all topology to quads, as without that I can’t make the edits I need, nothing but quads is going to work that much is clear, and that’s been a huge sore lesson I learned, work in quads almost always, if one doesn’t, you pay the price later .

Cheers
cajAI