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Getting bad topology from ZSphere adaptive skin

I’m new to using ZBrush. I created a spider using ZSpheres. When I make an adaptive skin from it (density set to 4), the underside has topology issues which I’ve highlighted in the pictures. When I try to smooth out the area, there a part (a triangle?) that won’t smooth down (see picture).

To fix the topology, I’ve tried both Dynamesh and QRemesher. With Dynamesh (used default settings), the underside problem is fixed but I get bad geometry where the legs are near the body. With QRemesher (default settings but with Keep Same Poly Count), I get better results. There are no weird places I can’t smooth and no weird connections where legs are near body, but I lose all subdivision levels and I couldn’t figure out how to reconstruct lower subdivisions. As another test, I used SelectLasso to make part of the underbelly visible so QRemesher will only remesh that area but then got undesired results on the edges where the remeshed and unremeshed meet.

So, my questions are:

  1. Is using QRemesher over the entire mesh the best way to solve this bad topology problem? Is there something better or more efficient I could have done?
  2. Can I and how do I modify my ZSphere model to prevent this problem from happening in the first place?

Thanks. Any tips would be appreciated.

Attachments

Spider1 zSphere .jpg

Spider2 adaptiveSkin.jpg

Spider3 afterSmooth.jpg

Spider4 afterDynamesh.jpg

Spider5 afterQRemesher.jpg

could be just placement of the spheres - try moving back and deleting (alt clicking) some spheres that are causing them to bunch up in the problem areas - also using classic skinning gives you more mesh intersection options

When using ZSpheres it’s important to try not to group them too close together. It’s not clear from your images but it looks as though there may be a zsphere that is buried at the point where you are getting the bad geometry. Sometimes it is necessary to compromise on the shape of your model during ZSphere construction to get the geometry you need, then adjust the shape at the sculpting stage.

ZBrush will indicate problem areas by showing an area of dots (see image), though when the ZSpheres are very close, even this will not show.

Attachments

ZSpheres.jpg

@Gary Komar and marcus_civis: Thanks for the help.

I went back and moved things around. I did find two ZSpheres in the middle when I meant to only have one. I spaced the ZSpheres a little better and that did the trick. Thanks.

:+1:small_orange_diamond:+1: and to marcus nice solution !!