ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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246 chapter 7 ■ Transpose, ZSphere Rigging, Retopology, and Mesh Extraction



  1. Step down a subdivision level and stroke with the ZProject brush. This will have the
    effect of snapping the erroneous points to the surface. It is often helpful to smooth, then
    project and alternate between ZAdd and ZSub, depending on how deep into the mesh
    the points penetrate. Figure 7.45 shows the process of correcting this armpit defect. The
    ZProject brush works by projecting or pulling faces directly down the z-axis, so you
    will need to rotate around the figure as you work, snapping the vertices to the high-res
    with the brush.


Figure 7.45 Minor errors can be corrected with the Smooth or ZProject brush.
Be sure Transparent is on.

Importing a Mesh Directly


Finally, the most direct method of changing the topology is to import a mesh directly into
the existing ZTool. This approach uses a projection method similar to the one we discussed
earlier, but you will not have access to any settings. ZBrush will simply replace the lowest
subdivision level with the imported mesh and project those surfaces that are in close prox-
imity to the original. Any areas that do not correspond to part of the original ZTool will
not be projected. These areas will be masked. To import a new mesh, follow these steps:


  1. From the DVD load remeshedManHead.ztl. This is a ZTool of a generic male head sculpt
    remeshed with animation-ready topology.

  2. Step down to the lowest subdivision level. From the Tool menu, click Import and browse
    to manWithHorn.obj. This is a new base mesh with horns extruded from the original
    topology.

  3. ZBrush will note the difference between the two meshes and open the Import Mesh
    dialog box; you click Yes to transfer the high-resolution details or click No to delete
    the higher resolution details (Figure 7.46). For this example, click Yes so ZBrush will
    project the new base mesh into the ZTool. Clicking No would delete the higher levels
    and leave you with the new base mesh and no sculpted details.

  4. The new mesh will replace the low-res one. Figure 7.47 shows the ZTool immediately
    after the projection. ZBrush will return the highest subdivision level. Any parts that
    did not project will be unmasked, allowing you to easily polygroup them independently
    of the projected areas of the mesh.
    While this example used the extreme case of extruding new geometry off the model, it is
    just as effective when you simply need to change the edge flow or add new topology in an existing
    mesh. This is the same process used by the GoZ script when transferring models from ZBrush
    to Maya and making topology changes. With GoZ, the export and import steps are done by the
    script whereas in this case we simply imported the new mesh manually. The projection method is
    the same.

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