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Proper topology to sculpt detail on imported mesh in zbrush?

polycounter lvl 8
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Jaston3D polycounter lvl 8
Hey everyone! I'm just curious what a proper workflow for importing meshes like stairs, or guns and such into zbrush is to sculpt detail on them. (mainly hardsurface stuff) I always do it and when I sub divide in zbrush the topology isn't very even so getting decent resolution in the sculpt in some areas is almost impossible just because of the size variance in the quads and some areas of the mesh. Is there some magic "even out topo" type thing so I can get decent consistency in my resolution? Often I work with support loops and import the mesh with the support loops so the mesh divides into the edge softness I want. Any tips or workflowsfor importing things like guns into zbrush would be greatly appreciated!

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  • BagelHero
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    BagelHero interpolator
    There is, infact. it's not neat; and it's destructive, but for sculpting for baking alone, it works. You'll want to use dynamesh at a mid~high resolution. You can find some more details on this in visual format in... I believe Vertex 2, page 268. That should give you a quick overview of whether or not that's what you need, but even mesh is what it does. Zremesher can also help sometimes.

    Hope this can help a bit!
  • Jaston3D
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    Jaston3D polycounter lvl 8
    @BagelHero Pefect! Just upped the res and dynameshed and it did it perfectly! Thanks so much for such a fast reply!
  • Lucospade
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    Lucospade polycounter lvl 3
    Just an additional point - if you are concerned about retaining topology and hard edge have a serious look into Zremesher and the guides brush.
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