Week 4 – Zremesh and Retopology

Sculpted a skull for practice. Total points 32,514.

When working in ZBrush, ensuring your meshes are well-organized is essential for a smooth and productive workflow.

applied ‘Dynamesh’, resolution 64, total points 16,475

Dynamesh: Enhancing Subdivision and Uniformity. You can adjust optimal mesh form with resolution setting. It creates topology that essentially only cares about maintaining the surface volume while providing a consistent density of polygons(you can find some triangular polygons.) It’s not exactly the prettiest wireframe nor the most efficient, but it can quickly get the job done.

applied ‘ZRemesher’, Target polygon count 7, total points 18,318

ZRemesher: Retopologizing and Streamlining Meshes. You can find this version is much more organized that previous one. This can be especially helpful when you want to optimize your mesh. It takes the time to analyze the surface of the model in order to create an edgeflow that actually flows along with the surface.

Sculpted after applying ZRemesher. Although the surface has blurred than original one, it looks more organaized.


Make the selected object live

If you’re working in Maya, you can draw over the mesh you made in Zbrush. Simply select the object you want to work on in Maya and set it as the ‘live’ object.

Draw faces on the object which imported from Zbrush

Afterwards, you can create faces using Quad Draw tool. Create dots on the surface, press Shift to create a face with connected dots. You can adjust vertexs precisely and extrude egde pressing ‘Tab’ and draging. When you want to delete edge or face you added, press ‘Ctrl+Shift’ and click it.