I imagine this question has been asked a million times, but I couldn’t find my answer in a search of the forum. If I have a model of a head I built and want to add it to a body… is there anyway to connect the 2 pieces so they are one smooth mesh? I know about unified skins but I want to know if you can do it somehow with adaptive. Something similar to welding vertices in polygons?
ZBrush does not currently have a feature for the kind of welding that you’re talking about. You can use the MultiMarker tool, but this doesn’t actually weld seams. Instead, the two joined objects pass through each other.
so aurick, does that mean that there are still some polygons present even though they can’t be seen because of the fact that the two meshes are intersecting? or are the intersecting ones automatically deleted? If the latter is the case, is there any way to delete those polys?
I was thinking, that you could possibly intersect the two meshes using multimarkers to combine them to one tool, delete the unviewable polys, then reconstruct a lower subdivision level, and smooth out the mesh moving a few vertices at a time at a very low subdivision level…but then again, even if that were possible, the mesh never really would be “connected” or welded into one peice
…so yeah, welding would be a greate feature inside of zbrush.
ok, i just read a similar post (using zbc’s fantastic new in-depth search), and i see that aurick has stated before, that, yes, the intersecting polys are still present…is there any way to get rid of those polys then? I’m thinking: do partial mesh visibility and regroup those intersecting polys. and then make everything visible except that group and press the delete hidden poly’s button. …I also saw a few mentions of using unified skin on the tool to re-skin it and create a single surface mesh at the cost of loosing polys…
…but I dunno, there just has to be something added to zbrush that will let you combine 2 meshes without the hard edges and intersecting polys of combining tools with the mm tool.
one last thing, as i’m still here at work, i can’t test out my question. can you mm a tool, then create your polymesh, and crease all the edges you want to keep hard and create a unified skin so that you won’t lose detail everywhere? I ask because i want to start making models in zb for animation that will have mechanical and and armor type things attached to them. and i’ll have to create a lot of different meshed for meshes for the mechanical stuff.
Creases on the original mesh will have no effect on the unified skin. The unified skin will always be created from exactly what you see, within the realm of what is possible with your current resolution and other skinning settings. In other words, to do a better job of keeping sharp edges you need a higher resolution and possibly a lower smooth setting.