ZBrushCentral

zremesh problem

is it normal to get these bumps things on a zremeshed sculpt?

i get the mini bumb only where the polys are connected if i sculpt on them
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Those are called poles, a result of the way the underlying topology has converged to make a three spoke vert. They are unavoidable, but problematic on curved surfaces and for sculpting, so people usually try to make sure they only occur in our of the way places.

You could try ZRemeshing again with slightly different settings. Use ZRemesher guides to influence the poly flow, and try to aim for the lowest possible polycount that still captures your shape accurately. Hopefully the new results wont place those on a prominent convex surface. You can also always manually retoplogize.

OR

You could try to smooth with with a different smooth brush from LIghtbox. Navigate to Luightbox> Brushes> Smooth, and hold down Shift while you double click on the Smooth Valence brush. This will replace the default smooth brush with one that might give better results.

OR

You could use the ZModeler brush to edit the geometry in those locations with functions like point> slide, point>stitch, point>bridge>two points, etc, into something less problematic.

OR

You could use either the Move brush, or ZModeler Point > Move with a small brush radius, to make contact with the point right at the middle of those spokes, then hold down ALT to move it in and out along normals as opposed to along the screen plane, and move it inward just slightly until the effect disappears. It will take some trial and error to find just the right amount, and it’s best done after you’ve finished any sculpting, otherwise it will pop back out again when sculpted.

thank you so much!!! will contact you if something happens :slight_smile:

valance smooth brush doesnt remove them :frowning:

i recently found out that i could let go of shift while smoothing when i want to smooth pinched poles, and it does smooth them away! but i find it annoying to let go shift to do that

, is there any option just to hold shift and not let it go again to get that smooth algorithm?