TY Torch Btw, I've had the spiraling loops problem when doing autotopo in 3dcoat at work (even with guides), but in the few zremesher tests so far the loops wrap around just fine.
Did you use any guides or density polypaint for that creature retopology?
It definitely looks awesome and I am quite surprised you didn't get any spirals on the "rings".
Just got around to trying out the new zremesher. It's nice, but I keep getting diamonds in the topology (is there a good method to collapse these in zbrush?):
I used the guides there but only loosely. They seem to appear at random in any area where the topology isn't explicitly defined. Suppose I'll just use GOZ to fix small problem areas like that.
I have tried this zremesher and I must say I am very impressed. However, while it is good for mid low poly stuff it is not so good for lowpoly stuff by that I mean under 1000 polys. I still get a lot of diamonds and spiral loops even if guides and polypaint are used. Anyway, it is still better than to start from scratch especially when you have humanoid models with six hands in a assymetrical position
well im impressed, lol makes the meshes damn near unbreakable and alot easier to edit form, ive been putting some huge feet on this goblin I was making awhile back.
still got more ways to go till im back into zbrush fully, finding the UI less clunky this time round.
Guides do help you a lot then just autopo. Although I was really impressed with zremesher, it does give an odd results sometimes and sometimes it does not follow symmetry.
A quick fix I do is take the decimated mesh and re-topoed mesh into 3d coat and fix it.
There is a way of masking everything or hiding everything and hitting zremesher again to fix the topology. I think. =\
Did you use any guides or density polypaint for that creature retopology?
It definitely looks awesome and I am quite surprised you didn't get any spirals on the "rings".
Hey XilenceX, no guides or density paint, that's just a press of the zremesher button.
I love 4r6, and I'm enjoying zremesher, but I have to say my absolute favorite new feature is the lack of 'virtual memory errors' I've gotten. in zr5 I got them about once every two hours. I have had zr6 open basically since it's come out and I've only gotten one, once.
Anyone knows of a way to have zRemesher handle non symmetrical meshes with some symmetrical parts?
I have this alien head where the face is totally symmetrical, but there's some assymetrical stuff going on elsewhere in the top of the head. It's doing a good job, but with symmetry turned on, it's basically doing away with the sculpting on the right side of the head.
i'm sorry. but i've a doubt. hope it wasn't asked neither responded yet, i've tried to find any kind of information either on google or here in the forums but i didn't find anything .
Is there a way i can use the Zremeshed Model to be baked in Xnormals ?
I usually, go and do the following.
I've the Highpoly model, i duplicate it, Zremesh it and export it
but inside xnormals when i'm trying to bake the textures and normals, it always gives me this error saying Low poly model has no Uv Cords.
i've tried to enable my High Poly model in zbrush, select the Zremeshed one, and project all. But it doesn't seem to work at all is there a step i'm missing ?
You need to create a set of uv's for you z-remeshed model so that it can transfer the 3d information from you higpoly to a 2d texture map. You can make these inside of Zbrush using uv master, or in another modeling package like Maya or 3dsMax. Look here for some basics: http://wiki.polycount.com/TextureCoordinates#UV_Tutorials , and try Googling UV's and related " how to uv" tutorials
Replies
It definitely looks awesome and I am quite surprised you didn't get any spirals on the "rings".
still got more ways to go till im back into zbrush fully, finding the UI less clunky this time round.
Guides do help you a lot then just autopo. Although I was really impressed with zremesher, it does give an odd results sometimes and sometimes it does not follow symmetry.
A quick fix I do is take the decimated mesh and re-topoed mesh into 3d coat and fix it.
There is a way of masking everything or hiding everything and hitting zremesher again to fix the topology. I think. =\
pretty clean way to quickly get your guides in place
Hey XilenceX, no guides or density paint, that's just a press of the zremesher button.
Awesome.
im having this issue where the res slider doesnt make a difference to the mesh resolution.
explained it more in depth here.
http://www.zbrushcentral.com/showthread.php?179590-ZBrush-4R6-P2-Dynamesh-Problems
I have this alien head where the face is totally symmetrical, but there's some assymetrical stuff going on elsewhere in the top of the head. It's doing a good job, but with symmetry turned on, it's basically doing away with the sculpting on the right side of the head.
Is there a way i can use the Zremeshed Model to be baked in Xnormals ?
I usually, go and do the following.
I've the Highpoly model, i duplicate it, Zremesh it and export it
but inside xnormals when i'm trying to bake the textures and normals, it always gives me this error saying Low poly model has no Uv Cords.
i've tried to enable my High Poly model in zbrush, select the Zremeshed one, and project all. But it doesn't seem to work at all is there a step i'm missing ?
Thank you in advance