12/16/2023 0 Comments Zbrush retopologyI used GoZ to send the skin to modo, fixed the holes, and sent it back. It could also be user error, but after having spent too much time with this I am starting to doubt that.Īnyway, I made a quick and easy workaround. That was in ZBrush 3.x though, and the topology tools changed in ZBrush 4, so perhaps something changed along the way that causes trouble in this case. The thing is that I have created topology for similar parts in the past and it have worked fine. It looks like polygons have been created in some cases, but between the wrong edges. That’s my only guess of what’s going on, and I can kind of see where the engine could see two possible choices of where to cap the polygons. I guess ZBrush has a problem with all the ins and outs with the long, bony, claw like toes that somehow confuses the logic of how the skin is connected on this particular part. But this time I’ve to declare myself defeated. I usually get the work done quite fast with them. Here is a turntable video to easier see the holes in question.Īs I mentioned earlier, I’m one of those who actually don’t think that ZBrush own topology tools are that bad. Now I was frustrated, I truly hate it when I have to spend time fighting the software. But still no go, I got the same holes the second time as I got the first time. After having tried to figure out what was going on I simply erased the entire new topology on the foot and created it again. The only part of this character that displays this problem is the foot, the rest of the skin works fine as usual. Holes when creating an adaptive skin from the new topology. The holes are highlighted in red in the last two images. The second row of images is the result when creating a new adaptive skin from the topology. Then we have the sculpture with the new topology on top of it, and then just a shot of the topology lines without the sculpture in the background. First we have the sculpture where I have painted a few lines to help me lay down the new topology. I’ve tried to illustrate what happens in the image below. Which have worked out fine for me in the past. I have a workflow where I paint the new topology I want on the mesh and then just lay out the new topology on top of that. I find ZBrush’ retopology tools quite intuitive and quick to work with and I have never shared the view that they should be cumbersome. In other words some areas had too little geometry while others too much.Īt this stage I usually take a few minutes, before adding details and polish, to make a quick retopo to even out the geometry and get back better control in the sparse areas without having to bump the subdivision another level (Oh, how I long for ZBrush 4 R2, where you supposedly won’t have to consider this anymore, looks like they have added Sculptris technology). I came to the point were I started to feel that the geometry was getting in the way in some areas. I had roughly blocked out a sculpt, the image to the right, from a ZSphere armature to get the proportions and overall shapes for the character I was working on in place. I ran into a weird problem today when I was creating a new topology for a character in ZBrush.
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