I apologize now if this has been posted else where in this forum.
I'm working on an environment for school, and I really want to push my bounds as an artist on an environment, the main problem I am seeing for myself is retopoing in Zbrush.
My Plan is to make medium res separate meshes in max and bring them into zbrush to sculpt then make them low res for Unity.
I remember when I could use the tool like Topogun, I believe and since some of the newer versions, I cannot seem to figure out where or how I can go back to the way where I would just draw each poly vert by vert.
Is there any tool that's like that still in Zbrush and I'm passing over it?
Or should I just take a medium res mesh as an .obj from zbrush and crunch it down to a low res mesh with the details I want in it?
Thank you for all of the help in advance.
-Ben
Replies
In Zbrush you can still do it, you need to use the Zsphere method. Add a Zsphere, and use the topology, adaptive skin and projection tabs on the right to bind the Zsphere to the mesh you want to retopo (If I remember right, it's been nearly half a year since I last did it).
...My advice is use 3D Coat >:D
1. Zspheres
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2. Topology brush available in ZB4R5
http://www.youtube.com/results?search_query=topology+brush+zbrush&oq=topology+brush+zbrush&gs_l=youtube.3..0l2.144696.147977.0.148251.21.12.0.9.9.0.65.676.12.12.0...0.0...1ac.1.tVvpneVKM-M
But personally after trying them both I dont really like them. It looks a lot harder to work with these tools than in topogun or 3d coat. Also yuo can try to reconstruct your subdivision levels which will give you low poly count on your high poly mesh. However, this wont work if you have triangles in your mesh.