Toolkit 3D - ZRemesher and Project

 Toolkit 3D - ZRemesher and Project

Before we got into todays session, we got given the information for the next submission due in January.

Submission Sunday 26th of January 23:59
● Your blogs should include evidence of the following:
● Concept work, Thumbnails, rough sketches, character sheets, orthographs etc.
● Research
● Style research: find evidence and influence for the style that you wish to
embody in your final sculpt
● Benchmarking: Find artists and products that will exemplify your final
concept and sculpt
● Step by step progress of your sculpting process
● Your final sculpt, rendered as a turnaround from ZBrush

Session Aims
● Understand the differences between Divide versus Dynamesh
● Utilise ZRemesher for cleaner topology
● Utilise Divide to create to toggle between levels of detail for organic objects
● Utilise Dynamic Subdiv for hard surface objects
● Project Dynamesh Sculpt onto cleaner geometry

first we had a go at sculpting a hard surface model. This was to have something to use ZRemesher. This was the object I chose - A helmet. I think this is a good thing to pick due to the curved surface at the top seeming fun to recreate in Zbrush when combined with the visor on the front.
Using the map feature I imported the picture of the helmet. I then started Modelling. I then began using a variety of brushes I am familiar with to try and create the same shape as the helmet.

I have already demonstrated dynamesh and how it works, so this mesh will be used to show Zremesher.
I used the divide tool, which doubles the horizontal and vertical resolution of the current 3D tool. This makes the overall resolution higher, which is very similar to how the smooth tool works in Autodesk Maya. This can be used to control the shape of the model at a lower subdivision level and save save details at a higher level. 

Zremesher is found in tool>geometry>Zremesher, and can be used to retopologise a mesh for clean edgeflows and quads.
Target polygon count and adaptive mode changes what happens. A higher polygon count will give more freedom for quick changes in geometry that are specific to hard surface models (such as in this case).
Legacy mode can be more beneficial with organic models where the edge flows may be different.
Using Zremesher with a target polygon count of 25 with adaptive mode, we end up with this. 



(I am able to see it like this using Line Fill on the right hand toolbar of the viewport, the same way we would see it for polygroups (as a refresher for polygroups we do the same thing, mask something, and then press control and W to change the colour of that group)).
In hindsight for this helmet, I should have used the pinch tool to create finer edges around the visor. (B + P + I)
Another tool is the dynamic subdivision tool. This can allow us to apply dynamic smoothing to models without dividing the polygons. This is designed to work with the ZModeler brush and mainly low polygonal models. This can be found under geometry> Dynamic Subdivisions. It is also great for polygroups.

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