ZBrushCentral

Strange ripples after rigging.

Hi

Im new to Zbrush, after creating my first model, i tried posing it using rigging. But im getting odd rippling in the mesh (see image). I used Dynmesh to model, then use zremesher. Used zspheres to build a rig then binded to the mesh. anyone know whats happening and how to fix

thanks

Attachments

strange.jpg

This is typical of a mesh that is too dense for ZSphere rigging. You could pose your model using the Transpose line:

http://docs.pixologic.com/user-guide/3d-modeling/posing-your-model/transpose/posing/

Alternatively, use ZRemesher to create a low resolution version of your model so you can pose using ZSphere rigging.

I also ran into this problem, not just ripples though, I could barely move anything without a huge delay.
i realize that it needs to be at a lower subdivision, but i’m not sure when the right time to do that is. Besides I was under the impression that transpose master automatically places everything on the lowest Subdivision levels.

So do you add detail after posing? (which will not be symmetrical)
Do you absolutely NOT delete lower subdivision levels while modeling, and if you don’t, how do you delete hidden things when tools have subdivisions?
Do you remesh your tools, and lose precious detail in the process before posing?
Do you decimate, and if so how much is enough?

I checked multiple tutorials on it and everyone makes it seem simple, yet nothing I do works. A nearly impossible to pose character that ripples and warps. Even worse, merely clicking on a zphere to move or rotate cause my computer which is decent to crawl along moving a few pixels every few seconds.

I really wish someone could tell me how to fix this problem.

Transpose Master will create a combined mesh from the lowest subdivision levels but that doesn’t mean that those levels have a low enough number of polygons for using zsphere rigging. You don’t need to create a low resolution model to start with but you will find it easier to pose your model if you create one before posing. Done properly, you shouldn’t lose your high resolution detail.

A brief workflow might be:

  1. Create your model using Dynamesh etc. and subdividing to add high resolution detail.
  2. Create a duplicate of the model. It’s important that you don’t work on the original model, so save a back up file.
  3. Decimate the duplicate using Decimation Master. The aim here is to provide a good start for ZRemesher so as to reduce computing time. You don’t need to worry about all the high res detail - we’ll get that back later - but you don’t want to lose the shape of fingers etc.
  4. Use ZRemesher to great good geometry from the decimated mesh. This will be the new “base mesh”.

Now to get back the detail:
5. Subdivide the mesh created by ZRemesher until it has about the same number of polygons as your original mesh.
6. Append your original mesh as a subtool.
7. With both meshes at their highest subdivision level and the new mesh selected, project the high res detail using Tool>SubTool>Project All. This will copy the detail from the original mesh to the new mesh.

You would need to repeat this procedure for each subtool of your original model, if they have high polygon counts even at the lowest level. You’ll need to experiment with the settings for the methods above to get the results you need. After doing this you should find that it is much easier posing using Transpose Master and zsphere rigging.

I just made a tread about this last night here : http://www.zbrushcentral.com/showthread.php?198028-Please-help-Transpose-problems-amp-workflow-issues.

In it I explained how having multiple subdivisions creates problems when trying to do general modeling like using insert brushes or deleting hidden geometry.

But what you say seems to work around this.

You are saying that I make my base model to the level of detail I want. Then duplicate it, and decimate it down to a lower level geometry, (can I use Zremesher to the same effect?) begin the transpose posing method be it transpose or zsphere rigging.

Then append my high detail non posed model to the subtool pallet, hit Tpose>subtool, and it will transfer all the detail of the high level model into the posed lower version?

Then I’ll have to do this for each subtool. (Would this require repositioning?) or does it automatically go to the posed area on the main mesh?

I have been racking my brains literally all night, I even had dreams about solutions that had no effect. if you get some time can you take a quick look at my thread to see my specific issue. I don’t mean to take away from this thread, but I’m still waiting on replied that have not come.

Thanks