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Zbrush advice needed!

Kypski
polycounter lvl 7
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Kypski polycounter lvl 7
Hello all,

I'm completely new to Zbrush and decided to focus entirely on learning the software during my graduation project.

I'm a bit stuck now though.

I wanted to create a male base mesh for future use. I'm getting quite happy with most of the sculpt, but I haven't started on the feet yet.

I know I had to block out the shape of the toes before subdividing it and sculpting details. But feel like I'm at the point of no return. And now I'm stuck with the worst topology to work on the toes.

So my question is:
What is the best way to get the right topology for the toes WITHOUT losing details of the rest of the body (especially the face).

I thought sculpting the feet as a new subtool and then merging it with my body sculpt would work alright. But I dont know how to merge m without losing detail.

I tried Dynamesh, Zremesher, projecting. But none of them seem to keep the full details of the rest of the sculpt.

I feel like there should be a really easy way to approach this, but like I mentioned; I'm a complete Zbrush Newbie.

I hope someone can help me!

-Kyp

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Screenshot%202014-02-13%2014.24.49.png

Replies

  • Thaurdol
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    Thaurdol polycounter lvl 7
    I'm as well new to Zbrush, been at it for a week now. What I recon you should do to get good topology and detail in organic modeling such as a human is, is to work on lower levels and not divide too early and before you would go into detail dynamesh on the lower levels. It looks like you divided way too early and now its diffucult to get correct shapes from your mesh without losing detail across the board.
  • cryrid
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    cryrid interpolator
    Generally you don't need to worry about preserving finer details in basemeshes or during retopology. If you do require them though, you'll have to either drop the lowest subdivision levels and then edit the highest to add in the toes, or temporarily freeze them (geometry subpallete) and then project the changes back onto the new mesh. I'd try the latter first.

    The edgeloop and transpose extraction tools will help you bull out toes where needed.

    Zremesh also features partial mesh retopology (dynamesh might also after the latest version; check the documentation for more info)
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