ZBrushCentral

ZRemesher destroys model

When I use ZRemesher, it ruins my model. It distorts the way it looks. I have tried everything I can find on the internet (which is very little). I have turned off symmetry mode, and tried decimation master (which also ruins the quality of my mesh without distorting it). I know that The quality of a Retopologized mesh will look less detailed, but even Project All is not projecting detail. I feel like I am doing something wrong to make this happen. I am trying to learn the software and have spent many hours try to get ZRemesher to work on all my models. In all of the videos I watch, the persons just Remeshes and projects within minutes and ends up having a low poly model. Mine end up with 100k+ polys still and the model is distorted. Thanks in advanced for all of the help!

I have messed with all the settings in ZRemesher and nothing works. Thanks again for the help. I truly appreciate it.

Attachments

e1.png

e2.png

Not sure what is your target, film or games, but that kind of detail unless you are taking shots of tiny objects would be left more to the normal maps or displacement rather than raw geometry. In that case a simple box with the adequate normal map-displacement would be OK. But you would be forced to create those maps in another application as Zbrush only can do them when based in subdivisions.

But the problem that you have with project all is another question. From I can see in your model it has not subdivision once you have done the Zremesher. You need to do subdivisions in order to capture the detail with project all and keep both models visible in the sub tools stack. If you have active your subdivided Zremeshed model and inactive but visible the original one then it should work, unless you have changed the settings of the project all menu.

Thanks for the helping a noob! I will try that tommorow after school and update this thread! My target is games. So what your saying is that if something doesn’t have alot of detail then it is better to use normal maps instead of making it all a mesh? That’s good to learn.

It basically depends if the profile of the object will be affected by the detail, something that would not happen in your case but would happen if the screws and cracks were 10 times deeper and bigger. Basically superficial detail that doesn’t affect the profile can be modeled in Zbrush but better stored in normal maps or similar.

How would I go about texturing this model in Substance Painter or external applications if I have to make a normal map with this? Is that not an option with models that have low amounts of detail?

Well, Painter would expect a normal map or at least a low mesh and high mesh to generate a map in his baker. They have plenty of tutorials in his site that explains with lots of detail the process. It is not an easy subject.

https://www.youtube.com/user/Allegorithmic

What would I do if my shape wasn’t a basic square though?