ZBrushCentral

Overlapping Doublesided Clothing

Hi everyone,

I’ve been lurking ZBrush Central for awhile now and usually would be too intimidated to post my stuff on here. But I’ve run into an issue and could really use some feedback and possible solutions if at all possible.

I’m working on two characters, an Angel of Life and Angel of Death.
Below is the concept art and some screenshots of where it’s at now.

The point of this thread is that until now, I never gave much thought to the fact that I made the clothing double sided. I either wasn’t thinking or just didn’t think it would be an issue at the time. I kept sculpting the clothing and didn’t realize until exporting and importing it into Maya that this could cause some serious flickering issues.

I feel pretty moronic for not realizing it until now. But if you guys could help me out with some possible workarounds or solutions you would save me a lot of stress. At the moment I took the lowest subdivision and brought it into Maya. I’m manually deleting the back faces and cleaning up the mesh for re-sculpting when I import it into Zbrush again. I’m basically starting from scratch unless someone on here can explain to me a better solution and help out an amateur like myself.

Thank you for your time.
Cheers.

Attachments

Overlapping.jpg

Overlapping2.jpg

Do I get it right, you want to delete all rear faces of that mesh?
(In Maya) Maybe select all frontal faces (e.g. by selecting face rows), detach them, delete the unworthy rest and go from there, adding thickness etc.?

not sure if this will result in what you want but you could try masking the whole piece then do extract with “double sided” turned off and see what kind of result you get.

you might also try auto grouping. you may get the right groups, then just delete what you don’t want.

Thanks for the quick response guys.

Do I get it right, you want to delete all rear faces of that mesh?
(In Maya) Maybe select all frontal faces (e.g. by selecting face rows), detach them, delete the unworthy rest and go from there, adding thickness etc.?

Yeah. Some back faces are pushing out past the front faces, I assume this would cause complications in rendering.
That’s what I’ve been attempting to do. It takes a considerable amount of time even when I select the face rows because some of the rows wrap into the inner faces, which I then need to manually unselect.

not sure if this will result in what you want but you could try masking the whole piece then do extract with “double sided” turned off and see what kind of result you get.

Gave it a shot but it seems like it still generated overlapping faces. Thanks for the suggestion though.

you might also try auto grouping. you may get the right groups, then just delete what you don’t want.

Hoping that would do the trick but the groups generated aren’t consistent with the back faces I want to get rid of.

I’m doing a quick batch render in Maya right now.
I have the torso and clothing spinning 360 degrees, should give me an idea of how severe the flickering is.

Thanks for the help so far! Keep the suggestions coming if you guys can think of anything else.

So after several test batch renders it seems like the clothing is flicker free.
I toyed with different render settings and an Ambient Occlusion layer all of which rendered out smoothly. So it seems like I lucked out at the moment.

Unless these meshes are to be animated (which they aren’t) I should be in the clear.
If that’s the case I’m going to hold off on re-doing the meshes and just carry on with what I have.
Seems like this thread is a bit of a false alarm at this point.

Here’s a couple of Maya screenshots of the progress.
Lighting is still in the rough stages. Any recommendations of things I could add to the scenes?

Thanks again for the feedback guys.
Cheers.

coming along really nice:+1:. the bellybutton seems like a place of prime opportunity for detail, like jewelry.

Thanks Zeddie!
Yeah I’ve been playing around with the idea of adding jewelry or tattoos.