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[Solved] Damaged meshes. How to fix?

Keywords for searches in case anyone encounters the same problem I did, and tried to use the search function:

damaged meshes, exploded meshes, warped meshes, collapsed meshes, broken meshes

Edit:

Solution found for Fingers and thin edges: Go to Brush:Auto Masking:Backface Mask: Turn on, fiddle with graph, and sculpt.

Solution for damaged meshes:

Either Retopology or Remesh.

Heya again you fine folks at ZBC, I'm currently experiencing this kind of problem mainly when trying to sculpt hands which were done first in zspheres, then with zsketch. I've tried googling and searching the forums, but I'm not sure which "term" to use for this kind of occurrence when the mesh goes awry. From my previous thread, I learned to use the Polish tool to smooth out seams and creases. So I tried experimenting with different sculpting brushes to see if that would work. Again, mixed results. Perhaps the attached image will show you guys the trouble I'm having. [![ZBrush_Bad_Mesh_example.jpg|1000x590](upload://3gJ3WKPOk6VO74OcvUGSyxU2OrX.jpeg)] I've circled the areas of concern in blue. And one more question that I didn't think would warrant a 2nd thread. How can I make the ZSpheres that aren't covered by the forms in Zsketch, show up once I hit Unify Skin? From what I've seen, you HAVE to have Zsketch's shapes/polys/sculpt-clay covering the ZSphere, otherwise once you hit Unify Skin, it'll disappear. Thanks once again =)

to answer the second question. look at the vids in the zclassroom about adaptive skin vs unified skin when working with a Zsketch.

to answer the first question. Did the mesh always look like that? did it happen from sculpting that you’ve done? When you created your unified mesh did it collapse in like that or after you created subD levels?

Alrighty, will do :slight_smile:

The mesh didn’t always look like that. It sort of goes awry like that after I do some smoothing or sculpting. For example, if I put some clay (Using clay tubes brush) on one side, it would invert the other side of the finger, getting VERY broken meshes. And if I use the smooth brush, instead of smoothing, it just shrinks the fingers.

When I created the Unified Mesh, it didn’t look like that. I haven’t checked the zclassroom yet, so I would use ZSketch to sculpt in the masses for the hand. After I hit unify skin, everything seems alright - the fingers have mass, and they look good.

Now that you mentioned subDs, I’ll try to subdivide it a few more times and try to sculpt. But by itself, subdividing doesn’t do much to the fingers.

Thanks for your help goast, will check zclassroom now for the 2nd question.

turn on backface masking in the brush palette, also a smaller brush size

HUZZAH! Thank you SO much spaceboy :slight_smile: It works like a charm now.

Btw, what do you call the occurence? Is it called a “collapsed” mesh? Broken? Warped? Distorted? Damage?

Anyway, I’ll list out a few more keywords, and I’ll edit the OP with the solution.

Ok, I’ve run into another slight problem, although the main one with the fingers has been fixed.

When adding clay and sculpting, backface mask works like a charm. But whenever I use the smooth brush, some jagged/damaged/thin meshes come back (This is on another area of the model, not the fingers). I’ve tried holding shift and navigating the brush menu, and fiddled around and turned on backface mask, but I still get the damage meshes whenever I’m smoothing.

Thanks once again you fine folks :slight_smile:

I thought I would upload an image to make it clearer what I’m experiencing.

I’m no longer having trouble with fingers, that’s a plus. But Now I’m having problems with bad meshes again.

[ZBrush_Bad_Mesh_example2.jpg]

It happens when I’m trying to use the smooth brush to smoothen the clay. I’ve hit shift whilst in the brush pallete, and turned on backface masking whilst holding shift and having the smooth brush selected. But to no avail. Whether or not I have backface masking turned on or off with the smooth brush, this occurence still happens,

And thanks once again spaceboy for your suggestion on the fingers. That really helped :).

bump Anyone have any clue on how to fix the meshes in the previous post?

I’ve tried experimenting, and so far, the best tools to work around the problem I’ve discovered are pinch and polish. But when I try to smoothen the model, the seams/cracks/bad meshes come back.

the harsh reality is that your mesh is junk. you can get those holes semi closed by pinch as you know or using clay. what you really want is a better mesh, either retop, or remesh(once you close those holes).

Alrighty, I’ll read up on those. Thanks once again spaceboy :slight_smile:

In fact, I was already reading on topology, and was doing some experimentation. I assume that with retopologing, I should use a mesh with very low subdivisions right? To make it easier to connect the vertices?

I’m not too familiar with remesh, so I’ll go read up on that.

Thanks once again for taking the time to reply :).