So I have just completed a sketch of an asset in Zbrush. And I want to retopologize it for the High Poly "refining" ,where I will be adding all the details on subdivision layers. (so I am NOT talking about retopologizing a finished high res model so a game engine can run it)
Here is the asset (quick and dirty):
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And so I encounter a couple issues on retopologizing the piece number one.. basically I don't know if I should weld the strips on the helmet or if I should retopo them separately as I also would like to clean them up a bit using molding tools (because.. it's looks dirty). This also could allow me to get a very clean rounded surface for the isolated helmet piece it self.
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Another important question that I wanted to ask is.. once you've made a sketch, would you try to correct the overall shape using subd modeling while retopologizing ?
Because that's basically what I have made for the piece number 3 and I feel like I shouldn't had spent the time to refine the sketch apart from the overall shape. (I hope you can recognize which one is the retopologized one)
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Replies
Omg thanks for having taken so much of your time to respond. I wasn't expecting such a response ! Actually I thought no one would ever respond so I kinda stop watching after this thread lol.
Yes this is just for baking the low poly... A world without high poly retopo... hum that sounds like an ideal world.
So do you suggest creating the lines separately then dynameshing it all together ?
And for the past few days I have been engaging a lot more on doing hard surface in Zbrush
I used to use the technic you just presented for finishing the helmet's armor : https://www.reddit.com/r/ZBrush/comments/lixc5i/maximilian_armor_project_give_me_your_feedback/
I used that technic for every pieces made in zbrush. Panel loop is also the tool I used to give thickness at the begining but I found an other technic : at highest sub d level, I masked borders, grow , then pull, this save a lot of polycount but the down side is that you don't end up with actual thickness .
For doing the straight lines of the helmet I simply masked and pulled them out. I masked with Zmodeler>mask> polyloop then grow then sharp.
But currently I am in a big trouble... It's been 2 days that I am stuck on a single piece that I cannot achieve :
The way I try to tackle this is by using the technic shown here :
Also here : https://www.zbrushcentral.com/t/aquaman/208093/13
But I get ugly deformations :
This is not the final alpha just a test to see if the lines keep their smoothness but as you can see, they don't... and I don't really know how to keep the alpha texture clean and un-deformed as they did in the clip I sent above. (I really am new to uv maps and all that stuff) I plan on trying using Maya's tool to get better uvs without deformations but I really don't know if this is the solution.
I think I'll encounter the same kind of problem also on such pieces :
Other wise, I did figured out a way to get clean edges for the past few days before jupping on the piece above (training on helmets) but it was by using a combination of hpolish, smooth, clip curve, polish by group and clay polish and it was on a dynameshed mesh : (here is a few of them)
And no I didn't knew about this video, But I already saw that technic used on some hard surface course but it is greatly explained in this video and as this is strictly for high poly retopo I believe we could get away using Zremesher.