I'm taking my first go at using Z-brush for re-topology tonight and am having some issues. Whenever I export the re-toplogized mesh and open it up in 3ds max, the faces are all screwed up. There are overlapping faces, revervesed faces, it's really ugly. I'm not quite sure what I'm doing wrong. Any ideas?
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It's not uncommon for faces to get flipped, especially when working with flat or odd shapes. The only other thing I can think of off the top of my head would be making sure your properly building off of your existing faces and not starting to draw new geometry over the top of your existing polys.
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skip to 1:00 as before that is mostly material setups.
http://imageshack.us/photo/my-images/4/zbrush1.jpg/
http://imageshack.us/photo/my-images/573/zbrush2.jpg/
As you can see there are overlapping faces that criss-cross over the symmetry line, Very frustrating! Maybe if I just stopped using Symmetry it wouldn't happen? I can always apply symmetry modifier later in 3dsmax.
I tried using Topogun as well, but for some reason I was unable to import my high-Poly model without it crashing. It was only about 1 million polys. But now that I think about it, that may be because i was using the 32 bit version, when I should have been using the 64 bit version.
I tried using 3D-coat as well, but it has some pretty ungainly retopo tools, IMO. So I eventually just ended up using 3ds max poly draw tools to retopo my mesh, and it worked. So all in all, it wasn't a completely failed experience. I leaned some stuff and managed to salvage my work. 3ds max saves the day once again!
I've actually had trouble with the latest beta of Topogun crashing upon import as well. I was always able to fix it by importing the .OBJ into Max and then just re-exporting it. :thumbup: Not sure whats up but at least its easy to bypass.
As a result I find it easier to retopo strip by strip so I can lay down the number of verts I'll need instead of trying to cut into an edge.