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I encountered issues while using the ZBrush + Blender workflow to create hard surface models

Hello guys, after creating a model using Boolean in Blender and importing it into ZBrush, I performed UV grouping, Dynamesh, and polishing on the model. However, in areas where the model was supposed to be flat, there are some small bumps or depressions. Could you please advise me on how to fix this issue? By the way, this is my first attempt at this workflow, and I would greatly appreciate any detailed tutorials on this process.

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  • HAWK12HT
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    HAWK12HT polycounter lvl 13
    noob100 said:
    Hello guys, after creating a model using Boolean in Blender and importing it into ZBrush, I performed UV grouping, Dynamesh, and polishing on the model. However, in areas where the model was supposed to be flat, there are some small bumps or depressions. Could you please advise me on how to fix this issue? By the way, this is my first attempt at this workflow, and I would greatly appreciate any detailed tutorials on this process.
    That is just how this works, you can store a morph target after dynameshing it and use morph brush to bring back flat area and manually smoth the surronding area. 
    Another way is to make primary shapes using boolean in blender then small details using live boolean feature, making a low and high poly version out of that. 
  • noob100
    HAWK12HT said:
    noob100 said:
    Hello guys, after creating a model using Boolean in Blender and importing it into ZBrush, I performed UV grouping, Dynamesh, and polishing on the model. However, in areas where the model was supposed to be flat, there are some small bumps or depressions. Could you please advise me on how to fix this issue? By the way, this is my first attempt at this workflow, and I would greatly appreciate any detailed tutorials on this process.
    That is just how this works, you can store a morph target after dynameshing it and use morph brush to bring back flat area and manually smoth the surronding area. 
    Another way is to make primary shapes using boolean in blender then small details using live boolean feature, making a low and high poly version out of that. 
    The result still does not satisfy me, so I ultimately decided to add surface subdivision after retopologizing. Thank you for your help.
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