ZBrushCentral

Projecting details from one mesh to another

On my blanka sculpt in zbrush, I’d like to take it out of zbrush, to alter topology a bit, especially in the hands. I’m getting nasty spikes that I can’t fix if I move the hand just a little and change resolution levels. This problem appeared after I retopologized the original mesh. And its consitantly on the on finger.

If I saved out a high resolution obj and a low resolution obj. Is it possible to project the details from the high resolution mesh to a modified (blender or softimage) base mesh? Even if they do not have the exact same topology?

Append the new version to the original. Subdivide the new version enough to hold the details from the original. Then press Tool>SubTool>Project All.

If bad stuff happens, check (by using Tool -> Display Properties) that:

  1. the target mesh doesn’t contain flipped polygons or holes which might cause the projection to “miss”

  2. neither mesh is inside-out (e.g. all polys flipped)

(From one who knows . . . :smiley: )

Bad stuff like this? Should double be clicked for both? All of my normals are seem okay. I just checked them for both meshes.

[blankatransferproblem.jpg]

Yep. That’s the kind of bad stuff. Double should be off and the meshes should look good without the “Double” property lit.

I know it sounds like a pain, but here’s how I got past something like this once before. YMMV:

Setup as before, but do not pre-divide your target mesh. Set your source mesh to Level 1 division. Do a project-all onto the target mesh at level 1. Cleanup if needed with the Z-project brush.

Now subdivide your target mesh and set your source mesh to Level 2. Do another project-all and cleanup as needed.

Repeat for levels 3,4,5, and 6. With a little luck and patience you should be projected onto the the target mesh at level 6 in about 15 minutes.

HTH,
-K

How does the zproject brush work?

See here: http://www.pixologic.com/docs/index.php/Tutorial:ZProject_and_SubTools

Should I do this for each subdivision level? It looks like the brush pushes the target mesh into form. Can it do the reverse and pull the mesh outward to the reference mesh? The legs of my character on the update are a tiny bit thinner than the original sculpt.

In my personal opinion, the collision algorithm seems to work better from outside to in (like cling wrap or vaccuforming) . . . By doing it at each subdivision level, the projection algorithm will likely be less fussy since you’re guiding it to the “right” projection at each level.

-K