So I had a model of a fat man, made from zspheres, and decided that any additional detail should be added after i redid the topology.
Here he is with original zsphere topology
So the first problem i ran into was saving doc/tool, and coming back to it later only to find that i couldn't visually continue adding vertices, and i was unable to move the original vertices.
that was extremely frustrating, so i just cut off the new topology with no feet, as i couldn't continue. so i saved the new tool with no subdivisions, essentially a very low poly model of my first model. i subdivided to 500,000 shapes, loaded original (1 million shapes) as a subtool, and projected.
this was roughly my result:
i left out the eyes/mouth on the low poly, and like i said the feet were cut off. however, what is shown is a smoothed version of what was immediately projected. the tshirt ridge was very botched, and the nipples were indented hugely, with little divets in the gut. his back also had a rather large [EDIT]:"hole" indented. while i'm very satistfied with the projection of the face/arms/hands...it does make me pretty uncomfortable to retopo any other models i might have, because they are certainly more detailed that this chub-monster. while it wasn't a very big deal for this guy, i couldn't bear to redo detail on something i've spent quite a bit more time on.
does anyone have a suggestion as to why this might have happened?
Replies
I still haven't figured out how to project detail after zsphere rigging and posing a mesh.
however, this is what i'm thinking. from now on, i'm going to zsphere general shape, retopo edge loops etc right after i create the mesh, then just detail the second mesh. my guess is that's how they intended it. i mean obviously i'd love to retopo the last mesh so i can have a low poly in one step...but it's not worth risking it.
again, if someone knows specifically why mine might have been slightly botched, i would love to know how to do it right.
i think an important note to add is that when i retopologized, i used a very low poly subdivision of the original (like level 2 vs. max lvl 6). is this a likely reason it would be fucked?
and again, if anyone knows how to continue editing the topology if you have to save mid work, that would also be great. i mean computer crash, going to work...any of these are reasons why i might not get an entire mesh done in one sitting. not being able to continue later is kind of a hassle
To fix that not being able to move vertices bug, try toggling the Edit Topology button on and off and back on, its been a while since ive retoppod with zbrush but I think thats what fixed it.
im not really sure why the tshirt area would be so off
i'm pretty sure i tried "edit topology" many times, but i'll see if i can fiddle with it a bit more