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Old 24-01-2013, 02:52 PM   #1 (permalink)
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Question bad topology on zBrush

I'm working on this attempt of Kaidan Alenko 3D model:



I started from zSpheres but now I found that the geometry, specially on the face, is too bad to continue adding detail:



What do you think about using quick remesher to add some loops on the eyes and mouth? Can that be the solution? Because I tried with that, but it gives me an error. Maybe something with the subdivisions? Or the number of polys? (That subtool has 7 subdivs and around 6.800.000 polys on the highest one)

Any help is greatly appreciated!
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Old 25-01-2013, 11:16 AM   #2 (permalink)
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If it is a big problem for you, you could try just retopoing everything and projecting the highpoly.

I dont have too much experience with Zbrush, so I do not know the specifics.
Maybe it is a good idea to spend some time on a basemesh that has the proper loops and what not for future uses.
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Old 26-01-2013, 12:41 AM   #3 (permalink)
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Actually the topology isnt that important for the sculpt but you can always help youself out a bit by putting zspheres where you want nodes like eyes and such. The mesh will not be totally symmetrical though but you can edit that in an external app, Here is the technique for the head.

Art-Werx.com - YouTube
Check out the latest vid.

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Old 26-01-2013, 05:51 AM   #4 (permalink)
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Qremesher should be what you're looking for. Not sure why you're getting the error. You're drawing the new retopology lines you want with the qremesher brush and then running the script right? Should work just fine. I'm not sure if using Project All would work, but here's a video that goes over that process albeit on a prop and not a character. This method is a topology clean up as well where the information from your original model is placed onto the copy, just with better topology. There's also reprojecting. Qremesher should really be the solution in this case.
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Old 28-01-2013, 01:23 PM   #5 (permalink)
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First of all, thank you for your quick responses. I had them all in mind.

I solved the problem with QRemesher using Dynamesh first, and when the geometry was more or less acceptable I used Project All. Is not perfect, but I hope I will be able to add more detail now. I also did a re-topology of the subtool on 3D Max for if necessary. And I made ​​a human base mesh to not have this problem next time!

I will show you the progress when I can.
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