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Fix topology for detailing

polycounter lvl 10
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SuperFranky polycounter lvl 10
After working with a base mesh(which was not good at all), I've gotten to the point where my base quads become so stretched that I can't add any details in some parts because they become distorted. What can I do to fix this mess? I tried using Zremesher, but it doesn't want to work properly for me.
lTEhAGo.jpg
QNT2p3A.jpg

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  • almighty_gir
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    almighty_gir ngon master
    i don't actually see anything wrong here =/
  • SuperFranky
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    SuperFranky polycounter lvl 10
    This is what i'm talking about, it shouldn't be like that:
    lNhw3iB.jpg
    0phVJgj.jpg

    This is how a line should look on a more or less even quads:
    tOAhLCp.jpg
  • WarrenM
    Add another subdivision or two? :)
  • SuperFranky
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    SuperFranky polycounter lvl 10
    WarrenM wrote: »
    Add another subdivision or two? :)
    No matter how many subdivs it's gonna be an issue. And I can't add polys forever, my pc is not supercomputer.
  • cryrid
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    cryrid interpolator
    Unless you're modeling a fully naked character, you'll have quite a few places where you can split the mesh into various subtools in order to get even more subdivisions out of them.

    Other options include local subdivision, local retopology with zremesher, and the edgeloop tool + relax.
  • Kessler
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    Kessler polycounter lvl 17
    how is Zremesher not working properly? Is it giving you an incorrect result?
  • GrevSev
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    GrevSev polycounter lvl 9
    No matter how many subdivs it's gonna be an issue. And I can't add polys forever, my pc is not supercomputer.

    We'll what are you running on? My old laptop could handle at least 2mil being a cheep Dual core vaio and my new laptop about 13mill polys being a cheep AMD quad.

    Enable Fast mode then if you want a bit more performance.


    Also it doesn't look distorted to me it just need more geometry.
  • AA3D
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    AA3D polycounter lvl 3
    No matter how many subdivs it's gonna be an issue. And I can't add polys forever, my pc is not supercomputer.

    i know what u mean man :/
    i got a 7 years old computer
    in many cases i have to add details without subdeviding anymore
    the way i know to avoid this is by trying to make the faces as square as possible while making the basemesh

    as u can see in ur basemesh the lower lip has very wide faces .. because of that sculpting horizontally is gonna be fine ( still a little distortion ) while sculpting vertically will show big problems like in ur pictures . the other way around in the forehead area

    if im late like in ur case and already started sculpting .. then qremesher does it for me . it has its down sides tho ..
  • wenglish
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    wenglish polycounter lvl 11
    zbrush is awesome, but sometimes you just need to do retopology by hand in your favorite old school modeling program. nearly every program has some kind of retopo workflow with shrinkwrap modifiers and surface snapping. if your looking for the cleanest possible mesh zbrush just wont do it for you. fire up max, maya, whatever youve got (blender even) and just rebuild the surfaces with a mind to edge flow and face distribution. then you can bring that back into zb and subdivide it as much as you need / you computer can handle and use projection to trasfer the detail from your first sculpt. it takes a while but thats what i do when topology matters
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