literally the best tutorials ive ever come across on this platform, the information is concise and simple and straightforward.... pls never stop doing these
This guy right here, my man Michael Pavlovich, can explain anything better than the devs that created the tools that he's explaining. Also while being 4x faster.
Now that I have read a bit more about it and looked for some answers, maybe it's because I'm trying to use it on edges of things I've cut with the Trim curve brush etc.. I will try it on some objects that I boolean and see how it does. (However, any additional info would be appreciated!) :-)
I don't understand what is happening, but when I use "detect edges" on my things and Z remesh, it never automatically creases edges or makes things separate polygroups unless I actually tell it "Keep Polygroups" --- and it is "never" this clean.. In fact, I've just been Z remeshing with the regular 2019 and "nothing" on because I don't get weird overlapping geometry in certain places that way. Most of my sculpting is organic --- but I generally am using the trim curve brush to cut clean metal peices for my characters heads etc... and when I remesh I can never get this "clean" result. I'm not sure what I'm doing wrong, but any troubleshooting or tips would be super helpful! (Thanks in advance to anyone!)
Oh -- also -- Yes, when I do a "keep groups" and a Detect edges on something, it often keeps the edges, but at the cost of the geometry within (it sometimes overlaps and gets really nasty). -- I've even had to get rid of inside geometry at times after a Z remesh. :-/ I am generally using adaptive size "on" with both settings set to 50 and the target polygon set to 5 (default) I've tried a million different combinations of having all the z remesher options on or just 1 on, or just "keep groups on" or just "detect edges" and I simply can't get the new Remesher to really do a clean remesh on my hard surface things. (Sometimes it's good, but it's certainly not like you have shown in this video) :-(
I do not get a clean topology like you . After i get my boolean mesh, i have to dynamesh it or qould no zremesh correct with detect edge , or keep crease. Will crash the zremesh or will have all deformed topology, only if a dynamesh it i have sharp look after , why?
Same, have no idea how hes getting such dramatically clean results as opposed to mine with edges looking like they chewed them up despite having detect edges and everything else on in this video
your edges need to be really "detectable" for that option to work; for a more failsafe method, run a polygroup > group by normal, then do a zremesh with Keep Groups on (Smooth groups set to 0 if you have a clean cut edge)
You and ZBrush are both genius! I was just watching a tut on using Booleans in Blender and the cleanup involved. THIS is far quicker and better! Is there any problem with exporting & texturing this ZBrush model in another dedicated 3D app, like Maya? Thanks, Michael!
Hello Michael. I'm running into an issue and i hope you can help me solve it. I've got a high poly model from max that i need to import into zbrush to sculpt some details. The thing is i've added support loops to make sure turbosmooth in max works well. So when i try to subdivide in zbrush, it doesn't distribute the quads equally but bunches them up around where i have my support loops. I've tried using dynamesh master and zremesh (newest version, not legacy) with all the possible settings and i still can't find a way to have my high poly mesh from max have equally distributed quads while maintaining all of my hard edges in zbrush. I've added two links that show the max model and then the zbrush model after many attemps. As you can see there is very visible blurryness happening around my edges and it softens them up. I've also tried playing around with polish, detecting edges, keeping poly groups, projection. Nothing seems to give me the results i need. Is there a way to maintain my edges as hard as they are in max with turbosmooth and at the same time get my mesh to have equally distributed quads in order to make sculpting details have better results? imgur.com/a/HPuE64d
you can try zremesh to even your quads out, then subdivide + subtool > project all or history project to get your details back? you can also dynamesh/subdivide/project all to get details back as well.
literally the best tutorials ive ever come across on this platform, the information is concise and simple and straightforward.... pls never stop doing these
wow this zremesher 2019 is the real deal !!
I learnt so much in this video WOW rlly glad I came by this
This is brilliant! And makes ZBrush look even better than ever.
Thank you!
i was about to say you earned my subscription but realised i'm already subscribed to you, best zbrush channel on YT!!!
keep creases. I was asking zbrush community for this feature for months. and wow they brought it.
Awesome. Thanks
Great video. Very precise and straightforward. I appreciate that you cover Beveling and other useful tools as well.
Thank you very much! You are a natural born teacher. The best ever!
game changer
This guy right here, my man Michael Pavlovich, can explain anything better than the devs that created the tools that he's explaining. Also while being 4x faster.
You deserve more subs. Thanks for your help.
lovely thank youuu
This 2019 zeremesher is really impressive
Wow
Thanks!
HOLY FUCKING SHIT!!! DID NOT KNOW THIS!!!
I tried to remesh thin object and was get bad result( with detect edges options and crease... what about thin plates for example?
Magic) For many will disappear the problem of retopology
Now that I have read a bit more about it and looked for some answers, maybe it's because I'm trying to use it on edges of things I've cut with the Trim curve brush etc.. I will try it on some objects that I boolean and see how it does. (However, any additional info would be appreciated!) :-)
I don't understand what is happening, but when I use "detect edges" on my things and Z remesh, it never automatically creases edges or makes things separate polygroups unless I actually tell it "Keep Polygroups" --- and it is "never" this clean.. In fact, I've just been Z remeshing with the regular 2019 and "nothing" on because I don't get weird overlapping geometry in certain places that way.
Most of my sculpting is organic --- but I generally am using the trim curve brush to cut clean metal peices for my characters heads etc... and when I remesh I can never get this "clean" result.
I'm not sure what I'm doing wrong, but any troubleshooting or tips would be super helpful! (Thanks in advance to anyone!)
Oh -- also -- Yes, when I do a "keep groups" and a Detect edges on something, it often keeps the edges, but at the cost of the geometry within (it sometimes overlaps and gets really nasty). -- I've even had to get rid of inside geometry at times after a Z remesh. :-/
I am generally using adaptive size "on" with both settings set to 50 and the target polygon set to 5 (default)
I've tried a million different combinations of having all the z remesher options on or just 1 on, or just "keep groups on" or just "detect edges" and I simply can't get the new Remesher to really do a clean remesh on my hard surface things. (Sometimes it's good, but it's certainly not like you have shown in this video) :-(
I do not get a clean topology like you . After i get my boolean mesh, i have to dynamesh it or qould no zremesh correct with detect edge , or keep crease. Will crash the zremesh or will have all deformed topology, only if a dynamesh it i have sharp look after , why?
Same, have no idea how hes getting such dramatically clean results as opposed to mine with edges looking like they chewed them up despite having detect edges and everything else on in this video
Would be nice to see Zremesher 4.0 acting now.
1:30 strange. When I do the same and only select Detect Edges. All my Polygroups are gone. I am using the latest version.
your edges need to be really "detectable" for that option to work; for a more failsafe method, run a polygroup > group by normal, then do a zremesh with Keep Groups on (Smooth groups set to 0 if you have a clean cut edge)
This is good for boolean meshes yes?
My question may be awkward but can we use ZRemesh for CAD models too?
hey man! your videos are even beter than askzbrush!
You and ZBrush are both genius! I was just watching a tut on using Booleans in Blender and the cleanup involved. THIS is far quicker and better! Is there any problem with exporting & texturing this ZBrush model in another dedicated 3D app, like Maya? Thanks, Michael!
nope, it's just polygons, should be fine!
Bruh we miss the Painter stuff!
Good video thanks!
Is there a way to bevel specific select areas of a mesh instead of everywhere??
the zmodeller tool lets you bevel only desired places
Hello Michael. I'm running into an issue and i hope you can help me solve it. I've got a high poly model from max that i need to import into zbrush to sculpt some details. The thing is i've added support loops to make sure turbosmooth in max works well. So when i try to subdivide in zbrush, it doesn't distribute the quads equally but bunches them up around where i have my support loops. I've tried using dynamesh master and zremesh (newest version, not legacy) with all the possible settings and i still can't find a way to have my high poly mesh from max have equally distributed quads while maintaining all of my hard edges in zbrush. I've added two links that show the max model and then the zbrush model after many attemps. As you can see there is very visible blurryness happening around my edges and it softens them up. I've also tried playing around with polish, detecting edges, keeping poly groups, projection. Nothing seems to give me the results i need.
Is there a way to maintain my edges as hard as they are in max with turbosmooth and at the same time get my mesh to have equally distributed quads in order to make sculpting details have better results?
imgur.com/a/HPuE64d
you can try zremesh to even your quads out, then subdivide + subtool > project all or history project to get your details back? you can also dynamesh/subdivide/project all to get details back as well.
Mais que fait 3dsmax???
z remesh is zretopology i comfused
При таких настройках полигрупы слетают. ((