


You can Zremesh with reckless abandon on hard edge projects to your heart's delight all day if you get good at it.

I just wanted to drop in there to say don't listen to whoever told you that, it's not true. You'll be left with flawless low poly if you have a working understanding. You'll need an understanding of polygroups and the plugin Polygroupit to get the absolute most of Zremesher. If you set up your mesh right for it of course, but there are loads of tutorials for that. You can get absolutely perfect hard edge topology out of Zremesher these days, no question. The closest competitor is made by the same guy who made the math for Zremesher by the way and gives identical results, but the Zbrush version has more granular control at multiple levels of the process, so I prefer to just stay in Zbrush for that. Zremesher is the strongest and most versatile auto retopology solution out there to this day even all these years later. Zremesher used to give you these 'spiral' edge loop topology lines that were quite poor but that changed a long time ago. I'm going to take a guess and say it's old, very outdated tutorial or internet post or something. No reason to avoid zremesher when doing hard edge, not sure where you heard that. Or I'm getting faceted faces if I don't add smoothing/subdivisions, or some faces are smoothed and others aren't.Īlso, should ZRemesher be completely avoided with hard surface meshes? I've read that it's not good to use it, unless you get it to detect creases/edges etc.? And is DynaMesh preferred/ideal for doing hard surface modelling? However, no matter if I use some form of smoothing, usually FlatSubdiv, some of the edges still show even if it gets some more subdivision, and I can't seem to avoid it. I've used Crease for the centre angular edge too. I need to add some geo to have more to work with and so it doesn't go through the character mesh. I've even kept the centre line angular by using ZModeler. I've blocked out a few simple quads to get one or two of the shapes, and then used Dynamic Subdiv to add some thickness and smoothness. I've been using the ZSphere retopology for making some of the parts. However, the part I've circled has been giving me trouble for a few days now and I just can't get a satisfactory result. :) I'm trying to make all of the armour from the image below for my goblin, and I'm tackling them as individual pieces. I'm probably going about the workflow completely wrong, so I'd love to be steered in the right direction. I need some advice with hard surface modelling in ZBrush.
