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ajv3d
06-27-2011, 11:50 PM
Hi,

I'm wondering if anyone has any good advice in what to do in this situation. I'm trying to create new topology to make sculpting easier by remeshing my character. It's not working correctly though. I started from zSpheres and when I remesh I'm getting funky results around the hands. I've also tried creating a unified skin and using Project All from the original source, to the unified target (thinking it would clean up the geo).... I know remeshing works, I've done it before but never on an entire characters body. Anyone have any suggestions on how I can fix this? or work around it?

http://www.ajv3d.com/images/remesh

pior
06-28-2011, 12:00 AM
Maybe you could try exporting your original as OBJ, and reimport (or even, check what it looks like in a regular 3D app.)

Since you are remeshing it you don't need much resolution anyways so it should be fairly light to work with ...

ajv3d
06-28-2011, 12:06 AM
I exported via OBJ thru GoZ, and re imported and the same problem persists. The original mesh looks fine in ZBrush and other 3D applications such as Maya. The funkiness on the hands only happens when I remesh, no matter how much resolution or subdivision... I'm stumped. :/

disanski
06-28-2011, 12:41 AM
Hey there.
Have you noticed there are some letters on the Remesh All button.. those are for symmetry and by default X is active ... I am pretty sure this is your problem. Just try to deactivate it and it should work :)

Jackablade
06-28-2011, 04:13 AM
I'm not sure why you're having that problem, but I'd suggest you'd be far better of retopoing your model than remeshing. You'll get a cleaner mesh and have polygon density right where you need it.

Neox
06-28-2011, 05:11 AM
i think disanski is right, some symmetry option might be activated

cryrid
06-28-2011, 07:41 AM
Just do what disanski says (it will remove the dual-thumb effect you're getting), and follow up by using project all to give the skin the correct form

ajv3d
06-28-2011, 08:49 AM
I disabled the X,Y,Z when I did the remesh, that's not the problem. I'd like to find out what is though...but at this point I'm most likely going to retopo and project the details back on to the new mesh.