Lovely content! Even years later :D I have a problem: @02:22 when I start "tapping" and rotate the cam/view, the last tapped point isn't "marked (white)" anymore, it loses focus. Now when I tap on, its not connected anymore, it starts a new "line". Any idea what that causes it? Thanks in advance!
so you retopologized the mesh and i have seen your other tutorials and you crease in zbrush but what if i want to render in another application say blender, will creasing and dynmaic subdivision work there as well, if not what workflow can i use because i don't want to use box modeling at all
Hassan Sheded not sure about blender, but if you export your subtools using the FBX exporter in zbrush and import that into maya, it will maintain your creasing
i don't have access to maya so i have to use blender, so i was wondering if there is a workflow for that, maybe export the low res as it is and bake normals or would that be much of a trouble, i'm only using blender to make scenes not game assets so my goal is to model something as easy as possible and then just render it
Blender may very well recognize creasing if it's imported from zbrush as an fbx, I just don't have blender on this machine to test. Worst case scenario, if it's just for rendering, you can turn on dynamic ("d"), get the mesh to look like what you want subdivision wise, then hit "apply" in the geometry > dynamic area, which will apply the actual subdivisions. Then it doesn't matter how you export it, it's just geo, so render away to your hearts content. I'd keep a version of your zbrush file without subdivisions for easier modification later.
can i ask what is the reason behind zsphere retopology, or precisely the main difference between this and zremesh retopology, do we use this way to get the same shape quality with less polygons or some other reason that is beyond my knowledge, i am still learning and would appreciate your explanation, great tutorials btw, keep up
use zsphere topology when you need completely control over the topology, or you need to bridge between objects in an arbitrary way to new custom topology shapes. ZRemesh is good for a quick automatic solution. You can of course do both, ZRemesh then edit that topology using ZSpheres: ruclips.net/video/GkY881MNFVw/видео.html
Depends on what I'm making. If you factor in having to decimate , export, import, making a reference layer for your high res, making the surface live, then beginning to use quad draw, I could be done in ZBrush by the time I got all that set up. Sometimes it's faster, sometimes not so much.
Hmmm...I'm really not sure! It'll crash on me occasionally on super complex rebuilds, but on simple stuff like this I'd say it's pretty rare. If it ever does crash, go to your Lightbox > ZBrush > Recovered files, and double click the recovered_tool; it should have your retop sitting where you left it. Annoying, but at least you don't lose any work. Also, you can try making an adaptive skin of your retop mesh, appending a new zsphere, and ten under Geometry > Topology, try "select topo" and put your Skin_zsphere in there to start "fresh" where you left off.
Thats exactly what I was looking for. You've solved my 2 days headache. Ty, dr. Mike
And what is next step?
Thanks man!
Lovely content! Even years later :D
I have a problem:
@02:22 when I start "tapping" and rotate the cam/view, the last tapped point isn't "marked (white)" anymore, it loses focus. Now when I tap on, its not connected anymore, it starts a new "line".
Any idea what that causes it?
Thanks in advance!
so you retopologized the mesh and i have seen your other tutorials and you crease in zbrush but what if i want to render in another application say blender, will creasing and dynmaic subdivision work there as well, if not what workflow can i use because i don't want to use box modeling at all
Hassan Sheded not sure about blender, but if you export your subtools using the FBX exporter in zbrush and import that into maya, it will maintain your creasing
i don't have access to maya so i have to use blender, so i was wondering if there is a workflow for that, maybe export the low res as it is and bake normals or would that be much of a trouble, i'm only using blender to make scenes not game assets so my goal is to model something as easy as possible and then just render it
Blender may very well recognize creasing if it's imported from zbrush as an fbx, I just don't have blender on this machine to test. Worst case scenario, if it's just for rendering, you can turn on dynamic ("d"), get the mesh to look like what you want subdivision wise, then hit "apply" in the geometry > dynamic area, which will apply the actual subdivisions. Then it doesn't matter how you export it, it's just geo, so render away to your hearts content. I'd keep a version of your zbrush file without subdivisions for easier modification later.
can i ask what is the reason behind zsphere retopology, or precisely the main difference between this and zremesh retopology, do we use this way to get the same shape quality with less polygons or some other reason that is beyond my knowledge, i am still learning and would appreciate your explanation, great tutorials btw, keep up
use zsphere topology when you need completely control over the topology, or you need to bridge between objects in an arbitrary way to new custom topology shapes. ZRemesh is good for a quick automatic solution. You can of course do both, ZRemesh then edit that topology using ZSpheres: ruclips.net/video/GkY881MNFVw/видео.html
Sir how can we add extra edge loops with flow,,,?
Would you say this is faster than using quad draw in maya?
Depends on what I'm making. If you factor in having to decimate , export, import, making a reference layer for your high res, making the surface live, then beginning to use quad draw, I could be done in ZBrush by the time I got all that set up. Sometimes it's faster, sometimes not so much.
@@MichaelPavlovich By the way Mike, thanks for all your tutorials, you have really helped me so so much, so Thank you man!🔥🙌‼
Adaptive skin and Retopology are they plugins? cause i dont have em
They only exist if you have a ZSphere selected.
Every time I am retopologizing a mesh using zspheres it almost always end up with my ZBrush crashing. What can be the reason behind this? :)
Hmmm...I'm really not sure! It'll crash on me occasionally on super complex rebuilds, but on simple stuff like this I'd say it's pretty rare. If it ever does crash, go to your Lightbox > ZBrush > Recovered files, and double click the recovered_tool; it should have your retop sitting where you left it. Annoying, but at least you don't lose any work. Also, you can try making an adaptive skin of your retop mesh, appending a new zsphere, and ten under Geometry > Topology, try "select topo" and put your Skin_zsphere in there to start "fresh" where you left off.
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