Today I am going to show you how to remesh the high poly Space Rabbit model created in my previous tutorial. I am going to use a new function in ZBrush – qRemesher. This automatized retopologiser allows users to avoid complex, tedious and technical task of creating new topology.
My goal is to create a clear topology with good polygon flow and edges following the shape of the model. qRemesher automatic settings create an optimized mesh composed mainly of quads. If you need more control over the process, mask the areas where more density is needed, it will create more polygons here. You can also use the QRemesher Guides brush to place curves across the mesh to direct a topological flow. If you need to create a very specific topology there are two more methods in ZBrush which provide more control but are much more time consuming and require technical knowledge: Topology brush and ZSpheres method. Let’s begin.
I use QRemesher Guides brush to place curves across the mesh. I draw the curves along the surface in the direction where I want the new topology flow. The draw size of the brush determines a curve resolution – more complex areas require higher resolution. To delete unwanted curves I draw across it with Alt button pressed. To create loops around the model I press Shift while painting curve and drag it outside the mesh. It is better to draw less but more precisely placed curves.
CStiffnes slider tells qRemesher how strictly it should follow curves created in the previous step. As I don’t need edges in very specific places I use a default setting 1 which will guide the remeshing algorithm rather than dictating it.
Target Polygons Count slider determines the density of the mesh with a new topology. I create a new retopologised mesh by pressing the qRemesher button. Unless you need a mesh with a specific poly count I recommend to start with lower density and increase it until the desired result is achieved. There are examples of meshes created with the slider set to 5 and default 15. I am going to use the 15000 polygons mesh to create UVs in the next part of the tutorial.
I will now use UV Master which you can find in the Zplugin menu, to create coordinates for a texture map.
UV Master allows control of where UV seams will be placed. I do it by activating Enable Control Painting button. First I use Attract From Ambient Occlusion function. This automatically attracts recessed, less visible areas for possible UV seams placement.
I use the polypaint created in the previous step as a starting point. Now by activating Protect, Attract or Erase buttons I start painting. I attract less visible areas and protect where I want to avoid UV seams. This way I will avoid issues in a texturing process in a future.
I press Unwrap button. Now by activating CheckSeams option I can see where the seams were created. I also press Flatten to see how my new UV map looks. To finish the process in the UV Map subpalette I set UV map to 2048 and save the model.
[To be continued]
Andrzej Kuziola is a self-taught digital artist who works as a freelance illustrator and 3D artist. Andrzej is proficient in ZBrush, Cinema 4D and Photoshop. He has been published in 3D Artist Magazine, CG+ Magazinem CGArena.com, 3D Attack magazine, and others. Please visit www.kuziola.com for more information on his portfolio, publications, and awards.