Forum: Poser - OFFICIAL


Subject: zBrush 4R6 Released.

RorrKonn opened this issue on Jun 28, 2013 · 19 posts


AmbientShade posted Mon, 01 July 2013 at 8:45 AM

Quote -
I don't have topogun.

Could I
step 1 : sulpt a mesh in zBrush.
Step 2 : re topolgoy in topgun
Step 3: send the zbrush sculpted mesh and the topogun re topolgoy mesh back to zBrush.
Step 4 : make burned maps,displacment maps & vector maps in zBrush on to the topogun mesh in zBrush ?


topogun has GoZ ?


topogun mirrored works when your just making morphs ?


Thanks

 

Basically yes. 

Topogun doesn't have goZ that I'm aware of but I'm pretty sure it does read ztl files (zbrush's native format). 

You don't really need GoZ for TG tho cause all you're doing is importing and exporting which is pretty much all GoZ does anyway it's just automated for you. 

It allows you to create a project directory so that all your files associated with that project are kept organized.

You export your sculpted model from ZBrush as an OBJ file and load it into TG as a reference file then start building your new mesh topology on top of that reference mesh. It also recognizes ZBs polygroups and allows you to turn visibility on and off for different groups - useful if you have a model with areas that are hard to get to. You'd have to group the reference mesh in ZB before you export it to TG tho.

When finished you save out the new mesh you've greated as a new OBJ and import it back into zbrush. TG projects all your sculpting detials from the reference mesh onto the new mesh with organized topology. It will be exactly the same size and shape as the mesh you had originally sculpted in ZBrush. And inside zbrush you can project all your texture/paint data from your original mesh back onto the new mesh.

Its usually best to wait on fine detail and paint until after you've retopo'd, just to avoid having to redo anything.

Theres no reason to send your reference mesh back to zbrush. Once your new mesh is finished the reference mesh is useless cause the new mesh will have all the same details. TG's default subdivision is 3. You can set it to whatever you want, but 3 is best to get all the details from your original. You can reconstruct lower subdivisions in ZB's geometry pallet if you need/want to. 

There are morph commands in TG but I've never had a reason to use them. I think it's mostly for when you've created blend shapes and then later discover you need to retopo. I just wait to do all my morphing in zb on the new mesh. 

A license for TG is $100 and you get free updates whenever they're available.

There are some bugs but they aren't too bad as long as you stay aware of them. Mostly the bugs I've found are in symmetry mode when building topology. It doesn't always mirror over correctly so there's instances where you have to turn symmetry off, create your geometry on each side as equal as possible, and then turn symmetry back on. It's fine with moving points, and usually with cutting new edges, but if you delete anything on one side you have to manually delete it on the other side too. If you forget you can create a nasty mess for yourself on one half of the model pretty quickly. I haven't figured out how to keep that from happening yet, so I just go slow and carefully. 

Hopefully the next update will fix the symmetry issues. 

Blender also has a retopo feature but it's been a long time since I used it so I can't remember enough about it to explain atm.

 

~Shane