Hey all,
I keep coming accross that stretching issue when I apply a surface noise on a mesh in Zbrush. Now I know that most of the time this is caused by a lack of definition in the original mesh, not enough tesselation or a not-so-clean edge flow. Still, I've been checking and rechecking my meshes, which are very simple I might add, adding more edge loops, tesselating them, adding more geo etc, and that issue still happens. I have to subdivide like crazy in zbrush for the stretching to stop happening (around +6 million polys for a dumb test object).
Now I've tried applying surface noise on very low poly objects made by other people (like the orc made by Stephen Wells in a 3D motive tutorial), that originally did not have as much tessalation as my own objects. And the surface noise worked perfectely when applied (with only so much as 2 millions polys, as opposed to the 6+ I need) so there must be something wrong about my stuff...if anyone can make sense of what I do wrong I would greatly appreciate it as i don't really know what to change anymore to make it better.
I've enclosed some screens of one of my objects, which is like I said, a very basic piece of geometry. I'll list them here :
1) base mesh as it looks coming out of max (around 1000 polys)
2) With around 2 million polys in zbrush
3) surface noise not yet applied to mesh
4) and the noise once applied and the stretching it provokes.
Thanks in advance for the help !
Replies
Weird on this one is that the stretching does not concerne the whole surface. Could it be that my tesselation is not even enough in some areas like the middle triangle?
Thanks again
Zremesher behaves better for even quads for me at least in these situations.
On Badkings website he advises to use the morph brush and store morph target when you use extreme noise in the graph editor.
http://www.badking.com.au/site/tutorial/understanding-zbrush-noisemaker/
Hey,
The reason is...that I just never used Dynamesh. I thought it was used to create objects from scratch and I wouldn't know how to use it in that cas. Also those meshes I made were created and UVed in max and I thought Dynamesh needed retopo because it would mess the UV's...but then again it may be just the misconception of a beginner.
But i'll see what i can do and gather some infos !
Thanks Bubba, I'll take a look at badking's site, hope I can finally make sense of that noise thing.
I hope it's ok though if I remove those edge loops for the final model and just apply the normal map I made from the heavier base mesh...wouldn't want to have some many loops that this simple object does not need.
The badking video is great ! He doesn't really talk about stretching but that morph brush tip is guaranteed to come in handy sometimes; Good stuff.
Thanks i'll be sur to do that as soon as I get home didn't know Dynamesh did that it's pretty cool !
http://www.polycount.com/forum/showthread.php?t=111024