Monday, December 19, 2016

ZBrush-Retopologizing an Asset

I would begin in modeling in Zbrush. Once completely finished modeling the asset and all of it's pieces, I would then want to retopologize it, as it becomes too dense/heavy for another editing program such as Maya. In the subtool pallet I will want to pick the first piece of my object, how every many it is made up. I will then go to bottom of the subtool box and click 'insert' so that the item that I insert will appear right below the first piece I will retopologize.
I will insert a ZSphere from the poloygons shown. When it appears in the scene I will want to show only the ZSphere and the object I will work on. The coming out of draw and into move so I can move the ZSphere into position, I want it to be close to the object but not in the way.


Once it's ready & set i will go back to the menu on the right side, scroll down to the options: Adaptive Skin & Topology. The adaptive skin is what will become of the retopologized work that we are in the process of making. I want the density set to it's lowest. Then go to 'Edit Topology'
This will allow me to begin the retopology process. I will 'CTRL + Click' of the model for fresh start. the find a place to start and begin placing points. I want to keep it in quads and try to have somewhat even layout to create better accuracy to the reference.

After I start laying points, just follow the red dot and work around the model. Give yourself even flow and take your time. You can use the 'move' tool to move points around then go back to creating more. Can even use 'CRTL' key to put the starting 'red' point in a different place and work from there till the object is complete. A good way to check your progress is to use solo and the preview. I have set mine as hot keys which are very useful. So i can quickly check my progress and keep moving.
Once fully completed, your ready to create maps and even export to another software. I hope you found this information very informative.