ZBrushCentral

Editing existing topology/closing hole in mesh.

Hi, I have a model that I want to edit. I want to remove the genitalia :stuck_out_tongue: from this mesh, and when I do I’m obviously left with a hole in the mesh. When I try to use close holes or stitch it with ZModeler brush, it creates triangles.

How do I close the hole without making triangles? Is there a way to edit the existing topology/geometry to create squares directly? I have seen an instructional where the guy deleted and inserted new edgeloops into an existing model/mesh.

Thanks.

Simon.

Attachments

Crotch problem.jpg

Crotch problem.jpg

B Z M ,lots of options :slight_smile:

Ouch!! DIY vasectomy gone horribly wrong.

I second Doug Jones…B - Z - M

All the tools you need are available in the ZM brush.

Could you be more specific as to the approach? I have tried using the ZM brush, but I can’t figure out how.

Remember that you want to close a hole :wink: A bunch of tips here>> http://www.zbrushcentral.com/showthread.php?191472-Z-Brush-4r7-tips-(Zmodeler)(nan-mesh)(array-mesh)(zremesher2-0)

Close hole using ZModeler.

https://vimeo.com/178635091

Thanks guys, I figured it out… why is nothing in zBrush straightforward? :stuck_out_tongue:

And now for something completely different!

I wanna make this base mesh into a concept of batman. I’m gonna be doing a lot of editing on the face, so regarding workflow/pipeline, can I just start sculpting with the pre-existing geometry or would I be better off making it into a dynamesh and then reconstruct the geometry later?

Thanks. :slight_smile:

Go with the basemesh you have. There’s no need to dynamesh a perfectly good basemesh. Just don’t go crazy stretching the topology all over the place.

Working with a low-res basemesh and levels is much more beneficial for many reasons: much easier to manipulate forms, levels are always there to work up and down throughout the entire sculpting process, transposing is easier, UVing is simple, using a layered worflow later on , etc.