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Zbrush polygroups
Zbrush polygroups






zbrush polygroups

Either raise the resolution of your dynamesh or spread the fingers out for sculpting.

zbrush polygroups

What cryrid wrote about the fingers was right on. If they are separate subtools merge them run dynamesh (with groups off) and start sculpting. It remembers the model itself in one session, if you send it, morph whatever, then you change pose in DS and send again zBrush will. Your picture of the whole model looks fine. zBrush can apply polygroups and store them if you save it as a tool, but if I then use GoZ again to send model to zBrush it has no polygroups and I cant figure out the way to make it remember those. If you are working on a less powerful (laptop or notebook) machine than the writer then working on a lower resolution will mean you can work more quickly. The polygroups are only a handy way to show and hide parts of the mesh as you work on them. If you have a general shape you can sculpt from that. The more you practice the less important this will be. That is also the reason why when the writer sculpts on the mesh it appears to be one form, because it is. The lower your resolution the more shape you loose. Dynamesh works on a resolution you set but if your model size is much smaller than the writer's your resolution will be much lower. Secondly, polygroups have an organizational purpose only, for the select tool and at most hardsurface modeling in couple with the deformation tools in the tools palette when it comes to polishing.

zbrush polygroups

If your problem is that you are loosing too much shape on your subtools when you dynamesh them its because your resolution setting is lower than the writer of the book. First, the geometry coming from ZBrush is trash but for sculpting, its not really meant for game assets, even the zmodeler tool set can create crappy topology. Once the pieces are booleaned together I'd use Zremesher to clean things up a bit, but if you plan on dynameshing it later on then you'll still run into the issue where the fingers are too close together. You could turn every polygroup into its own subtool and do it that way, or break it into more manageable pieces (maybe separate each finger into its own subtool, dynamesh the cylinders together, then live boolean those back into the hand). Once you're done with dynamesh and have it turned off for good then you can always go back and pose the fingers closer together again.Īlternatively you could use Live Booleans to fuse shapes together with a precision that doesn't rely on any resolution value. These are used in organizing the mesh with visual. Complex PolyGroups in no time PolyGroupIt is a plugin for ZBrush that allows for easy creation of your models Poly­Groups. Try having them span out wide as if they're trying to palm a basketball. Then in Zbrush you are creating polygroups from uvs and then you can either use polish by features or you can use mask by features and with mask use standard polish. When you dynamesh, especially at lower resolutions like you're using, you'll want to try and space your digits out so that they won't get fused together.

zbrush polygroups

And the result is fine all parts are welded, but at some areas it seems like Zbrush didn't make the difference between two polygroups, here a screen so you can see clearly what's going on:įirst make sure they're not overlapping and touching each other ( the ring finger and pinky look like they might be, though that could just be the angle of the screenshot).








Zbrush polygroups