Hey there,
i have a few question about retopology.
I only used retopology AFTER i finished sculpting and
only for reducing the polycount.
For that iam using topogun 2.x and it works great.
Now i have a model with some tentacles and id like to
get rid of some arms.
So i del hide in zbrush and now i dont know how/wich step is better.
(for the whole i set a sphere as a gum and merged it down)
Is it possible to retopology in topogun and go on with sculpting "the subdiv" lvls
in zbrush ?
Thanks,
Alphavader
//EDIT:
found this one ...
http://vimeo.com/6965148
sorry for my inconvenience, it seems to be working nice, but
this vid is near 2 years old - maybe there is a faster workflow
so let me know
Replies
fix the holes and reimport back to zbrush with all lvls ?
1. i made an hole on the lowest subdiv lvl
2. exported the high and low lvl as obj out
3. in maya i fixed the hole (from the lowlvl.obj)
4. i imported the low lvl (maya) and on top the high.obj (all in zbrush)
5. now i can recreate the subdiv lvls but it seems to override the mesh cause
the hole is still there !
keeps me crazy
i there one step between ? like load the mesh in topogun ?
so non of your zbrush cracks could answer me this simple question ?
its that simple.
If that for some reason doesn't work, 'append' your fixed model to your existing zbrush model ie make it a subtool, subdivide it to the same level as the existing one, ie 5 or 6 levels, then hit 'project all'
I really don't think your attitude will help get good responses by the way. just saying
thank you so much Ruz !
And yes, sorry for my temper, its just - iam sitting on this problem
for 4 days now, and iam far away from the great stuff you guys made.
I thought that might be a little problem for you -
i really wanted to fix this.
and reexport in zbrush again, the lowlvl sub gets sometimes doubled (lvl 1 about 12k now) .. any suggestions ?
//edit: was something with the polygroups - just fixed it myself