Hello , since I am new to Zbrush and learning here another prob...
I made those boots , and I realized that it's hard to work on the strings if are a part of the model , so I decided to figure out a way to work on them apart and I get to the extract mesh in the subtool ...
I so extract the selected masked faces ( dunno why it extract the masked parts instead than the opposite ) anyway , I can't work on the mesh and has no previous history of mesh subdivision .... Seems I cannot alterate the mesh if not on the very edges as in the picture and if I try to select a portion of it it select the whole thing excluding the borders....
Why this weird behaviour ? what I am doing wrong?
![29310591.jpg](http://img685.imageshack.us/img685/2108/29310591.jpg)
Replies
The extraction will never have a subdivision history. It's resolution will depend on the current subdivision level of the object you extracted it from.
If you extract using a mask, then the result will also have a mask on it, which could be your problem if you're only able to sculpt on the very edges. Be sure to clear it. It also gets created with polygroups, so check for automasking in that regard.
You are the GOD of Zbrush you have the patience to answer all my stupid questions :poly145: thanks a lot for that ^^ .....:poly106:
1 when I extract I get the angles smoothed and rounded loosing the shape of X ....
2 I can't extract from the previous and I lost the mask I did ...
3 the back of the extraction seems floating above the mesh ....
how can I do to achieve my wanted result? one single strip that runs all around the boot and criss crosses itself in the X regions?
You can also convert the mask to temporary polypaint, a texture, or a polygroup in order to be able to recall it for later.
Other options include retopologizing straps on top (slower, but great control over the result), and using zspheres/zsketch (that may create a more rounder form to work with, which would be initially better suited towards rope vs strips of cloth) leather).
There is a free video on sculpting boot straps over at Gnomon Workshops, though I'm not sure how old it may be.
the zspheres is something still beyond my knowledge ...
I woudl like it to be more thick when I extract toward the bottom couse when I smooth the borders it gets selfintruded and detaches from the level of the boot surface...
I have used the base mask withthe X crossings and Duplicated the base mesh , then I deleted all the directions in one side on one mesh and the opposite on the other mesh , then I used those to extract a thickness of 0.15 and smoothed the result , then I so have two overlapping stripsand I moved alternatively one over the other at the crossing and this is the result...
what you think , is a good way to make the strips or woudl be better somethingelse?
http://img193.imageshack.us/img193/1779/79763728.jpg
I honestly find that the extraction method of alternating two masks and so extracting two stripes , then combine them overlapping was the best result to me ... and much cleaner than the previous one like the mask and clay tubes as showed in that famouse free tutorial ....
First , this is my boy
Then I mask his head like this , to create new poly that I can model hair style for him
But after I clicked on Extract button on Subtool , this program gave me a new terrible boy
I don't know what I did wrong
Everything went on OK with sphere from Zbrush (Quad angle poly) , but would be going like that with sphere from Sculptris Alpha 6 (Triangle poly ), I checked
It gave me a new , entire skin of that sphere instead of the Mask of sphere...
Anyway thanks for your suggetion
If you have any new suggestion or know how to convert it to Quad angle poly , please let me know
Remesh/Dynamesh would give you a mesh that is mostly or all quads, but would change the topology. That may not be an issue though since a mesh coming from sculptri's wouldn't care about such things.
Anyway , everything is still going on , I try many other ways to finish this model , this model still not finish yet ,