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/3/ - 3DCG


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797403 No.797403 [Reply] [Original]

I have this hard surface armor block out sculpt that needs to be less lumpy. Ive tried various brushes in the polish and trim families. Is retopo my only option?

>> No.797404

1. Append ZSphere 2. topology, edit topology 3. do the topology with a brush on the surface. 4.Then adaptive skin, density 1, dynamesh res 0, and make adaptive skin. 5. append the new low poly to your sub palette

>> No.797407

>>797404
Why arent you recommending the way that AskZBrush teaches for 2021.1.1 and up?

https://www.youtube.com/watch?v=7-2BLGHt_js

>> No.797412

>>797407
That's a nice workflow, thank you for recommending! Much better then the ZSphere flow.

>> No.797497

>>797412
So you're saying that the only way I can move forward on this sculpt is to retopo it manually? Is it worth it to sculpt at all instead of going straight to poly modelling? How do some zbrush sculptors get such clean hard surface without retopo?

>> No.797502

>>797497
its better to do a quick sculpt using trim dynamic, clay or whatever and then doing a retopo for having those clean edges or bevels

>> No.797503

>>797403
You can only really control low poly meshes. Like others once you have your concept sculpt done it's time to retopo.

>> No.797510
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797510

>>797503
>once you have your concept sculpt done it's time to retopo.

is it better to retopo in zremesher or maya? I tried >>797407 but I keep getting non planar faces and when I go to split it into a triangle with zmodeler/polyAction/split it also splits many surrounding faces, resulting in a mess. Is zmodeler just trash or is there a learning curve? Why does my initilal sculpt still look better than my retopo, even though its wavy and sculpty?

>> No.797512

>>797403
TrimDynamic brush
Or, retopo brush
Or, create a subtool and recreate the original piece using exclusively the Zmodeller

>> No.797513

>>797510
play with the curvature slider or sculpt the a edge so it detects it better

>> No.797543

>>797510
zmodeller forces quads and you usually have less control than more dedicated programs. Low poly will always look worse than high. If you have an all quad base you can subdivide and have the high and low in the same position and go to subtool project all to get some of the detail from the high transfered to the low. People use normal maps to get the high poly look on low poly meshes.

>> No.797547

>>797510
Just chiming in that retopo in maya is pretty okay. Load inhigh res, load to GPU cache if there are performance concerns, make surface live, quad draw, activate symmetry. Goes swiftly, give it a try if you have maya in your pipeline anyway.

>> No.797549

>>797547
just make sure to delet the quad draw mesh history time to time, coz it can slow down maya easily.

>> No.797556
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797556

>>797547
I am now having trouble GoZing an object into maya for quad draw or any other use, never had this trouble before. Happens with export as FBX as well. I get "double" patches of topology that dont match the topology i have in zbrush and black areas appear that dont even take up a full face. This happens regardless of the scale of the object and "Fix Mesh" in zbrush does absolutely nothing.

This only happens on this one chest armor object, and it happens whether i have the 1 million point sculpt or the 85k sculpt or even less than that. Whats weird is that when I zremesh to get clean topo and then immediately dynotoop it falls apart completely, resulting in the far right. How can this be?

>> No.797557

>>797556
>and then immediately dynotoop
dynamesh*

>> No.797561

>>797556
I think the backfaces are too close to each other. But I suggets you to watch some tutorial before try to do stuff like that. Pavlovich haz some neet video about this topic. https://www.youtube.com/user/Pavlovich2005

>> No.797566

>>797561
>I think the backfaces are too close to each other
They were too close to each other, but it got this way by doing panel loops. I guess they have to use a higher thickness and almost all of my brushes have to have backface masking turned on (reccommended in how-to-fix-common-zbrush-problems video)

>> No.797569

>>797566
but, making things a higher thickness universally seems like a bad solution to me

>> No.797570

>>797403
>>797556
why the fuck didn't you just do that thing with poly modeling in the first place?! it takes like 10 minutes
your process is completely fucked

>> No.797574

>>797570
finally someone with some sense

>> No.797576

>>797570
>>797574
zbrush lets you generate something quickly and has better flow than a pure hard surface modeler

>> No.797577

>>797576
we see how it went

>> No.797581

>>797576
bitch, doing clean hard surface with sculpting tools isn't that easy, and evidently it's way over OP's skill level

if he wants to practice doing that, fine, but I don't think that's his goal here as he's complaining about topology

if he wants results without all that hassle, he should just use the proper method to reach his goal and practice sculpting some high poly another time without worrying about geometry/retopo/etc

you r/3/tards really can't grasp that there's a dozen ways to do the same thing, and being a good artist also means choosing the right workflow depending on the situation

>> No.797621

>>797566
this is the right answer. u can unfuck this by manually deleting faces loops around neck, sleave and torso cutouts and deleting the inner faces, then retopo. It's never a good idea to sculpt on a thin mesh, especially when you can just sculpt on a single sided mesh and extrude by normals after.
Important lesson you can learn hear: in 3d modelling and sculpting it's better to redo the whole thing from the ground up, then to try to unfuck it. Resculpt it.

>> No.797628
File: 18 KB, 326x294, bike brainlet.jpg [View same] [iqdb] [saucenao] [google]
797628

>>797621
jesus christ I'm tired and retarded sorry about the esl shit
*face-loops, *sleeves, *here, *than
single sided mesh = a solid object or whatever you get what I mean, no thin walled object.

>> No.797634

>>797628
Give up. It’s not the right hobby

>> No.797675
File: 68 KB, 1347x606, 1587408353487.jpg [View same] [iqdb] [saucenao] [google]
797675

Experimented with reprojecting vs creasing. Creasing looks cleaner, right? I got a slightly softer and wobblier look when I reprojected, and my retopo work turned to mush without the creased edges but it had more soul to it and that hand crafted feel

>> No.797708
File: 373 KB, 891x782, opi.png [View same] [iqdb] [saucenao] [google]
797708

>>797675
hey, you inspired me
took me 10 minutes with polymodeling and I even managed to sculpt in some nice detail

>> No.797716

>>797708
>blender
ngmi

>> No.797717

>>797716
rent free

>> No.797721

>>797708
holy based

>> No.797743

Should I crease or not?

>> No.797744

>>797743
You should take the lessons you received and start a new model

>> No.797749

>>797744
should i crease that new model or not?

>> No.797753

>>797744
>>797749

so...no response to creasing questions? Were you trolling?

>> No.797756

>>797753
kill yourself as soon as possible you absolute retard

>> No.797757

you were trolling. Why do you even post here?

>> No.797758

that was my first post in this thread you actual fucking autist kill yourself

>> No.797759

So do I crease?

>> No.797760

>>797758
do you even do 3d or just troll ?

>> No.797812

>>797759
Crease might not be supported in all apps. Depends on what you are doing.