

I have searched the forum for import zbrush mesh for retopology but didn't find anything. He uses 3d coat for the retopology and unwrapping.Ĭould someone provide me with basic steps to import my zbrush model into 3d coat so I can try to retopo it? Is there a recommended "Use less than x number of polygons" when you export from zbrush? How about any maps you created in zbrush? Should they come in too? Bamforth used in his video was modeled in Zbrush. I recently watched the excellent video "Advanced Retopology" by Leigh Bamforth and hoped someone could answer some basic questions for me. Might add a step, but might add some advantages as well. Transferring to voxels for retopo is something I will definitely experiment with. It's good to know even though I'm having a lot of success with polys. I suspect that getting good at converting poly meshes into voxels can come in handy for MUCH more than retopology. Hey, thanks for the tip! I learn more about this cool app every day.
#3D COAT AUTO RETOPO CHAIN HOW TO#
If you don't know how to merge a OBJ model into the voxel area, just ask.
#3D COAT AUTO RETOPO CHAIN FULL#
After the retopo I would bake the normals in zBrush, because there you have your main template and the full details. But you don't need a full detailed object in 3DC to retopo it, just the main shape should be enough. Maybe you have to test some values to reach a nice result.

Just set the scale factor to a value of 3 or 4, or more. You have to give a good voxel resolution to have good details. After converted to voxels, the imported object can be easily and very fast retopologized in 3D Coat. Just import the Object into the voxel area and NOT! into the paint area or as a retopo reference. Ok, that's not 20 Millions, but the reason here is my memory limit of 3 Gbytes (for now.). I already retopologized 7 Million Poly Objects and more. Retopo a 3 Million Object in 3DCoat can be very fast, if you know how. Just thought I'd share because I'm having a lot of fun with it ) You can further detail the new mesh in 3d Coat as well, by sculpting the mesh, and through painting (sculpting) difference maps, even vector displacement! This, of course, is if you want to do detail in ZBrush. This will project the hi res onto the base mesh with subdivisions! Now you can delete the hi res subtool. Append the hi res to the base mesh as a subtool. Import the base mesh and hi res mesh into the ZBrush tool palette. Keep dividing until you have a mesh that represents the voxel sculpt. Use the brush tool, sometimes with shift to smooth to clean things up between each time you subdivide.

The mesh will vacuum to the voxels (genius!). Export this base mesh.Īfter you've done the low res retopo, you can subdivide it. Initially, it won't retain the detail of the voxel sculpt due to low resolution. Use the tools to do a very basic, low res retopo w/ good edge flow. Do your sculpt, starting at a lower res and gradually increasing. Here's another tip if you like using these apps together, but want to start off with voxels. So this is a great way to leverage each app when using them together. As is doing the retopo in 3d Coat.Īt the time, ZBrush retopo calls for tediously clicking each vert individually. In this situation, projecting the details and generating the displacement/normal map in ZBrush makes the most sense. Exporting an obj from a middle ground subdivision level still retains plenty of shape to create the new base mesh. So a great way to leverage the awesome tools of 3d Coat without slowing down the system is to export a lighter mesh that still holds the form. My suggestion is if the ZBrush sculpt Ian is trying retopo is fairly dense, which is likely. I can get away with something around 50k. Meanwhile, even a mesh that's 250k is so smooth to retopo it could make you grin ear to ear. I've got some that are in the 20's that you can't even open. s.l.o.w.Įven just a 3 mil mesh is sluggish. But why go back to ZB at all when you can make the normal map right in 3DC?īecause retopologizing over a dense ZBrush sculpt in 3d Coat is.
