ZBrushCentral

Can't get rid of wireframe view

I am brand new to Zbrush and am struggling to figure out this interface. I finally learned how to import a model from Sculptris and remesh it to give it a nice, consistent mesh. But some reason the model has it’s wireframe always rendered on it even if Poly Frame is off (turning it on just changes the wireframe from white to black). I need to get some renders of this model done but not with this wireframe.
Anyone know what’s going on?

pics or it didn’t happen

I can’t show the model publicly so this is a part of it. This is a BPR render with Smooth Normals on. I can’t get rid of this wireframe on the shaded model even if I subdivide multiple times. Again, this is model exported from Sculptris using GoZ, then remeshed.

What Material are you using? That’s probably the cause.

It’s most of the standard materials. Some are worst than others.

The one thing I can see is tri’s. No settings or other clues. Your model isn’t divided too much. Still guessing material choice.

Just did a quick test here. Had 3 spheres in Sculptris, did GoZ to ZBrush. Used ZRemesher to lower point count and then SmartDiv a couple times to get the count back up. Point count is 30,358 and its smooth with SkinShade4. :slight_smile:

Well, I can’t figure it out. The lines don’t even follow the divided mesh. It’s like a permanently painted wireframe of the original Sculptris model. I’ve been able to dial it back a bit with smoothing and tweaking the material’s crevice detection (for some reason). But it won’t go away and it’s just for this model.
I guess the answer is that there is no answer because this is an odd occurrence. I’ll just keep pickin’ away at it.
Thank you for the input, guys.

Press Render>Flat

  • if you can’t see the wireframe effect then it is due to the material you are using
  • if you can see the wireframe then it is either due to polypaint or you have a texture map applied. Either way they would need to have the wireframe ‘painted’.

The material is the most likely cause. It may be that before you subdivided the whole model was creased and that’s why the material is picking out the wireframe. Choose a material like BasicMaterial which doesn’t have any cavity detection. You can see any creasing as dotted lines beside the wireframe when you have polyframes enabled (Shift+F).

Good ideas, but I did them. I guess I shouldn’t have said “painted” but that’s what it’s like. Applying a material with no cavity detection hides it but I want cavity detection and want to figure out what the problem is with this model that causing it. Polishing the model helps, but no level of smoothing completely eliminates it. I have also imported a .obj model from Blender with the same problem.

There’s no texture map assigned is there? Did you run ZRemesher as I suggested? Or maybe Dynamesh it, exit DynaMesh, run DecimationMaster and then ZRemesher followed by dividing one of about 3 ways. Or possibly export and then import the model?

Here’s a break-down of each of those steps you suggested performed on a brand new model made in Blender, exported as .obj, then imported into Zbrush. I kicked the crevice detection all the way up to show the problem more clearly. These are all BPR renders with Smooth Normals on, AO and SSS off, standard settings applied.

https://dl.dropboxusercontent.com/u/90072796/WireframeOnShaded.jpg

Of course, the final shot looks a lot better, but only because the model is unnecessarily high resolution and therefore smoother, but the wireframe is still there. Exporting the tool out as every kind of file I can, then exporting back in changed nothing but the removal of color (mystery lines were untouched).

This shot is of the last step, close up, with crevice detection down to half. the lines are still visible.

https://dl.dropboxusercontent.com/u/90072796/CreviceDetect_Half.jpg

I appreciate you taking a look at this. I’m completely at a lose here.

You didn’t say what the final point count was. You might have to divide more or perhaps use a bit of noise with the BPR if you can to disguise it.

Are you kidding me? It’s up to over a million in that last picture. I can’t think of any other reason for having it that high. Other detailed models I’ve made and seen, including the “Earthquake” character that’s included with ZBrush, are not nearly as dense and render just fine. This little piece of fabric I have contains almost as many polygons as the entire Earthquake base tool; that’s not enough?
I know I’m new to this program, but I’m not new to 3D modeling and rendering. I’m used to odd things like this happening and requiring a little time to find a solution, but now I’m told that it’s not odd at all and that is no solution because there’s no problem?
I don’t question your expertise on this but I can’t see how poly-count is the cause.

Slightly over 1 million isn’t really too dense to render. Each subtool could have 12 million points or more. They’re there to use and it may be necessary to use more of them if your not getting the results you want and or need right now.