ZRemesher and Projection in ZBrush 4R7 (Transfer highpoly to lowpoly)

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  • เผยแพร่เมื่อ 5 ก.ย. 2024

ความคิดเห็น • 31

  • @organicsludgeqt7037
    @organicsludgeqt7037 3 ปีที่แล้ว +1

    Thank you so much! I was looking for a simple tutorial and this was perfect!

  • @avramidis3d
    @avramidis3d 6 ปีที่แล้ว +5

    You can project the lowest poly created, then subdivide, reproject, subdivide and reproject, until the details are satisfying enough. Keeping the Lower Subdivs and not deleting them, can be useful to go back and forth, working on the low poly object.
    I also, consider that the hole is created due to large data from the beginning. If you project the low poly first, and do as I described earlier, close holes might not be needed. Check it out.

    • @yaschan99
      @yaschan99  6 ปีที่แล้ว

      That is brilliant explanation and advice. Thank you.

    • @jfcomposition
      @jfcomposition 5 ปีที่แล้ว

      Thats a comment lol. Thanks a lot

  • @anvilworkshop3328
    @anvilworkshop3328 6 ปีที่แล้ว +1

    Thank You! That exactly what I've needed!

    • @yaschan99
      @yaschan99  6 ปีที่แล้ว

      I am glad I was able to be helpful. Thank you for watching

  • @litote9
    @litote9 7 ปีที่แล้ว +1

    Great tutorial. Thanks.

  • @dimeolas777
    @dimeolas777 6 ปีที่แล้ว

    cool work. When I use alphas to add detail and then decimate the UVs are slurred, as a beginner trying to figure out how to add detail with an alpha and sculpting, decomate it and bake normals in substance painter...would make a nice tutorial :)

  • @EnricoPanebianco
    @EnricoPanebianco 4 ปีที่แล้ว +1

    @Jaakko Saari: I would like to ask you a question, again if you have a 3D printer, if I apply following this video tutorial, would you know how the 3D printer behaves, will the model print in high resolution or in low resolution? it's possible that if i apply uv map deception in quotes to the 3d printer, thanks for your answer.

    • @yaschan99
      @yaschan99  4 ปีที่แล้ว

      I’m sorry I don’t know about 3D printing well

    • @EnricoPanebianco
      @EnricoPanebianco 4 ปีที่แล้ว

      @@yaschan99 thank you the same, the only regret is that ignoring this information between the object backing and the 3D printer; also because I have a 3D printer connected on another pc that its cpu has difficulty knowing how to calculate the vertices; since she worked in 3D, I excluded and asked the question.

  • @BrownHuman
    @BrownHuman 7 ปีที่แล้ว +12

    but its still highpoly with 2.4 million polygons..... how to actually transer highpoly detains onto low poly mesh ?

    • @yaschan99
      @yaschan99  7 ปีที่แล้ว +2

      +Brown Human this process is called baking. I will cover this in a new video soon. Its possible to do it entirely in ZBrush but there are many other ways.

    • @JonAcostaArt
      @JonAcostaArt 5 ปีที่แล้ว +6

      Brown Human, you are very correct in pointing out EXACTLY what a thousand people see but are afraid to mention. You're right, subdividing a low poly mesh defeats the whole purpose. These TH-cam video tutorials are made by people with no connection to students so they "THINK" they are doing people a favor by posting these little "solve all" videos when the truth is more in depth and complex. The END GOAL is project high detail 3D surface info onto high detail 2D map (a NORMAL MAP) to then wrap around a low poly mesh. But to do this, you first need a low poly mesh with a UV map. Any way that you can get to that goal IS THE KEY. If you can then attach this low poly UV map to a hi poly mesh, you can then "bake" the high detail onto the UV map and transfer it back to the lo poly mesh.... ZBrush is not very good at this. It is AMAZING for modeling initial detail, but #1 it often screws up maps without telling you, it rotates them, flips them, places them in bad order, plus you have no editing control over the individual UV vertices and edges. That is why ZBrush's strength is in modeling, but for maps and texture maps, it is not considered a "real" 3D program like Maya for example.
      BTW, when people say there is no need to transfer from hi to low anymore, that has more to do with alternate methods which are more advanced than lo-to-hi poly workflow, even though they deny that it is advanced. It is advanced to people that are new to this stuff. Floating Geometry is one of those methods, in case you're curious.

    • @aaronjablonski
      @aaronjablonski 4 ปีที่แล้ว +1

      @Cory Lee lol this became true suddenly, since UE5 announcement

    • @timboslice5351
      @timboslice5351 2 ปีที่แล้ว

      But why are we projecting when we still need to retopo and bake eveyrthing? I don't get it!

  • @tektuk6567
    @tektuk6567 6 ปีที่แล้ว +1

    ghii yakkko hia

    • @yaschan99
      @yaschan99  6 ปีที่แล้ว

      Thank you I guess

  • @therondgabriel5511
    @therondgabriel5511 7 ปีที่แล้ว +11

    you dont show the result in low poly at the end. I am gonna go for an other tutorial then.

    • @yaschan99
      @yaschan99  7 ปีที่แล้ว +4

      +therond gabriel well retopology and baking was not the subject of the tutorial. Should I make a tutorial on that?

    • @therondgabriel5511
      @therondgabriel5511 7 ปีที่แล้ว +2

      Yes it can be awesome!

    • @timboslice5351
      @timboslice5351 2 ปีที่แล้ว

      @@yaschan99 But why are we projecting when we still need to retopo and bake eveyrthing? I don't get it!

    • @yaschan99
      @yaschan99  2 ปีที่แล้ว

      If you work with Zbrush for several years this becomes a second nature. Anytime If we need to change topology of the mesh the subdivisions need to be deleted. Because ZBrush will consider that as a different model.
      To transfer high frequency polygon details to another mesh this is still the way to do it in 2022.
      To bake maps at the end is the final process. This is just a way to get there

  • @a.aspden
    @a.aspden 5 ปีที่แล้ว +1

    How can I preserve smaller details on my model like spikes when zremeshing? The geometry gets shrunk, faded or even a bit distorted after remeshing and reprojection can't bring the details back.

    • @Damian_h
      @Damian_h ปีที่แล้ว

      u cant Z remesher try to keep a general figure small spikes are probably going to get all deformed or short compared to ur original model. The work around u can try is not remeshing but decimating and projecting because triangles will follow the shape perfectly. Other optition u can try with Z remesher but i do not think is going to work activate paint brush and paint red where u want more geometry and before Z remehser activate (use polypaint) to tell z brush u want more geometry in the spikes.

  • @cr0uchingtiger
    @cr0uchingtiger 4 ปีที่แล้ว +1

    my zremeshed model had lots of gross geo after projection :/

    • @yaschan99
      @yaschan99  4 ปีที่แล้ว +1

      Yes it does happen, happened just now for me too. need to tweak the projection settings

  • @mae2309
    @mae2309 6 ปีที่แล้ว +1

    I always project all having my low poly model on top of my hi poly one..
    2 mil poly for a rock... I don't know my friend.. lol

    • @Ciprian-Amarandei
      @Ciprian-Amarandei 6 ปีที่แล้ว

      He used this technique to fix the weird polygon stretches and get a more uniform polygon distribution. This 2M polygon rock will be used as a normal/bump map for a lower polygon rock (1-2k poly maybe)

  • @Donovann09
    @Donovann09 6 ปีที่แล้ว +1

    I'm disappointed.
    I don't see the interest of this video because the problem stay the same with the new object.