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projecting retopology problem

Can somebody please tell me why this is happening? I just finished an entire body retopology and when projecting it parts of it exploded while other parts looked perfect. So I decided to do a test of just a portion of the face and then preview the projection using default settins and this is what I get. Please see the attached images.

Hopefully someone can shed some light on this and the entire body that I did won’t be completely useless and have to start over.

Thanks!

using Zbrush 3.1
OS: Windows Vista 64

Attachments

topology.jpg

skin_preview.jpg

projection_front.jpg

projection_side.jpg

1-Disable Projection
2 make adaptive skin
3-append skin as subtool
4-use project All button of subtool palette instead

(this way is more straightfoward otherwise you’ll have to play a bit with projection settings in retopology (strength and range) which is a little harder than just clicking Project All button)

that should work first try:)

Thanks Christian, I gave it a try but it still doesn’t seem to work. I just want to clarify that I’m following your directions correctly.

  1. I disabled projection
  2. I made the previewed mesh an adaptive skin
  3. I added the adaptive skin to my original mesh as a subtool
  4. with the original mesh layer selected I clicked Project All in the subtool pallet.

Upon doing so, I still get a lot of spiking and weirdness.

Any other suggestions or something I’m missing?

Hmm…I dont know what else you can try.:frowning:
Maybe playing with strength and range settings in retopology projection palette.

check to make sure the normals on both of your objects are correct.

tool>display properties>double (turn OFF)

You’ll need to do this on each tool.

If either of them looks inside out then you’ll need to flip the normals before you project.

There is a flip option right next to double.

I’m guessing that is your culprit.
You might want to check the scale of the objects as well.

tool>preview The model should fit within this window.

1 Like

thanks goast, I’ll check it out!

i have the same problem !

Goast, you say to check the normals on both of my objects. I’m unsure as to what you mean because I only have the one object. Do you mean the original object that I’m retopologizing and the new zsphere topology? And how can I tell if my normals are correct in zbrush just by turning off double? I know how to check my normals in maya because there is a visual line coming out of the face or vertice and can tell if it is pointing in the right direction.

Anyway, I’ve started to retopologize the entire thing again and so far it is working out pretty good. However I’ve noticed that sometimes when rotating around the viewport and adding points, sometimes they seem to go too far inside the mesh rather than snapping directly to it. When this happens, I get spiking when previewing. If I move the point to be closer on the mesh then the spiking goes away.

Thanks for the help.

Turn off double and you will see if any of the normals are facing the wrong way. the face will disappear and will only be visible when you are looking onto the face normal. If they are all facing the wrong way the model will like like it is inside out.

Richard

I’ve started the retopology process over. So far all is looking pretty good. However when I get down to the hands and feet, things start to explode. I’ve noticed that when previewing the mesh without projection on, it seems that some of the faces are missing. Even though I have 4 sides which basically make a box around the fingers, pieces of it are missing.

Can anyone give me some insight as to a good way to approach hands and feet when retopologizing? My legs have an edge loop with 14 points going into the feet area. My arms have an edge loop with 10 points going into the hands.

I’ve attached some images of the new topology and projections as well as the problem with the fingers. Is it a normals issue, or does it have something to do with the number of edges going into the fingers?

Thanks for any help.

Attachments

topology.jpg

projection.jpg

finger_topology.jpg

missing_face.jpg

Zbrush doesn’t handle 4 sided “extrusions” add an extra loop going around and they will “close”.

so what I think you’re saying is that each finger should have six edge lines? Basically splitting the middle of the side portion running the entire length of the finger.

Exactly. And as a bonus, that edge loop running along the middle of the hand will serve as a great place to put a seam when you’re doing your UVs. I usually let that edge flow right up the arm.

thanks guys, i’ll give it a try

okay, everything seems to work pretty good doing the fingers and toes the way you suggested. The hands and fingers are now projecting great, however, the toes, done the exact same way is giving me a decent amount of spiking. I have tried moving points around which has helped some areas and hurt others. I can’t seem to get rid of it.

However this leads me to another issue. Earlier I had the feet topology lines drawn to the point discussed earlier with the 4 side extrusion done incorrectly as well as missing some extra edge loops altogether. So, I ended up deleting a lot of points and redoing it. After redoing it correctly (I think), I noticed some stray points just floating there that I apparently missed when deleting. Could this be causing the problem with the spiking? If so, is there any easy way to delete all stray points, sort of like a cleanup command, or do I have to just search for them and hopefully find and delete them?

Thanks

sorry man, seek and destroy

I’m having the exact same problem…there are spikes when I turn on the projection…if it’s turned off them everything looks just fine

and the worst thing is that it’s happening only on 1 side.the clean side is where I was working so whenever I checked the preview everything looked fine.until I looked at the other side…:cry:

plz help…