While doing the retopology of my golem for my DW4 entry I've stumbled onto a little snag. Using the retopology method I've seen in a couple of tutorials/videos I've been able to clean up most of my model however a couple of times instead of getting a nice projected mesh it explodes it all to hell. I tried remaking the mesh for a few pieces more then once but it never seems to work out. Here's a picture of what the mesh looks like before I subdivide the low mesh and the second is the crazy exploded mesh after I hit ProjectAll.
It's as if the verts don't know where to go. Anyone know the reason or how to fix this little issue?
I can still export out the high and lows and bake them fine in max but I was hoping to figure out why it's happening so that in the future if I need to clean up a mesh and still make changes I'm able to do that.
Replies
I am on the same boat as you. Iam mirroring whatever I do. Sculpt, retopo, projection, and on one side, it looks ace, the other is the imploding mesh, like you got.
Did you ever figure this out? Iam googling like crazy right now.
You can always retopo the whole model and use adaptive skin the make a new mesh but it is kinda tedious work and might take long time. The project all rarely works like it should there is no work around for it. If you use the project brush remember to turn on backfaceauto masking so it doesn't pick up ... duh back faced pollies. You can find it in the brush tab.
You can find a retopo vid in here. Just skip the part where he makes the retopoed mesh in zbrush use the one you did in your external modeling app
[ame]http://www.youtube.com/watch?v=nsODBHfD6hk[/ame]