From the course: ZBrush: Sculpting Portraits
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Using ZRemesher to create new topology - ZBrush Tutorial
From the course: ZBrush: Sculpting Portraits
Using ZRemesher to create new topology
- The model we have now was sculpted from a sphere and it has the simple polygonal structure of a sphere. However, now that we've fleshed out the major structures it's usually a good a idea to retopologize the model so that the arrangements of polygons relates better to the sculpture that we've made. Let's see how it's done. We're going to use feature called ZRemesher. It's a very fast and easy way to get workable topology. It's not however, a solution for high quality animation or games. The automatic topology it makes is good for continuing to sculpt more detail. But it just won't be precise enough for rigging. If you want to animate this head you'll want to look into more manual retopology techniques. Okay so the first thing. ZRemesher works great on models that have less than 100,000 polygons. Now our sculpt is over 12 million polygons. So let's use Decimation Master to make a remeshable model. Decimation Master will destroy our subdivision levels. So let's duplicate the sub-tool…
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Contents
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Placing the eyeballs in the sculpture6m 24s
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(Locked)
Working on the lower eyelids5m 51s
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(Locked)
Making the upper eyelids7m 56s
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(Locked)
Sculpting the basic ear structures5m 3s
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(Locked)
Working on the nose5m 5s
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(Locked)
Shaping the mouth5m 49s
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(Locked)
Using ZRemesher to create new topology4m 38s
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(Locked)
Projecting detail to a remeshed model1m 44s
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(Locked)
Organizing the mesh with PolyGroups4m 7s
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(Locked)
Using transparency with reference photos3m 46s
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