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A challenging retopo. How would you do it?

I need to retopologize (and then project all mesh details) this mesh but it’s… weird. I mean, I don’t know how to do it because it is one tool, not some subtools. Should I do one retopo for each hair lock and then merge them all? Or is there another approach?

Any ideas, help or advice would be really appreciated. I can also upload the original tool .ZTL if it’s needed.

Here are some views of the mesh (it’s the scalp of an animation character):

Back.jpg

Attachments

Front.jpg

Left.jpg

Right.jpg

I had a similar project for a team production, ended up just using decimation master on the high res mesh as it wasn’t worth the time to retop it for such a short animation.

If it’s not going to animate do you need perfect topology? or are you going to rig the hair strands?

The point is that this is for an animation series project and the hair locks must be animated to kind of simulate the wind moving. So, yes it is going to be rigged although I don’t need a PERFECT topology but just a reduced and more or less clean one.

I asked for a non merged version of the mesh. I guess I will retopo each lock with an appended Zsphere individually and then merge all together with the base (the scalp, actually). I’ve no better solution.

Thanks for your quick answer, Artesia!

Ah yeah you better retop it. Our project was pretty much helmet hair lol. How clean is the mesh now? is it possible just to reconstruct a lower subdivision or did you just pull strands out with the snakehook brush?

Your plan seems like a wise approach to get the job done :stuck_out_tongue:

I finally did what I said. It went pretty well. Thanks for the ideas anyway!