ZBrushCentral

3D Sphere Topology Problem

Hi ,

I am having a problem ( or at least I see one happening in the future when I want to texture map ) .

I have circled the problem areas in yellow .

topology problem.jpg

  1. Is there any way I can fix this ?
  2. Is it too late for this model ?
  3. If I cannot fix the topology on this model is there any way I can export the features as some kind of map that I can use to apply displacement to a new object to get it to look the same(ish) as before ?

Any help is mcuh appreciated . Thanks !

Best Wishes ,
Essclock

You are victim of the evil “oh let’s use a sphere, it already looks like a head” trap. The poles of the sphere are not going to make your life easier anytime soon. Start from a cube. There are tutorials how you can make a cube and inflate it in a way that it resembles a sphere but without the evil touch ;-).
And I fear… your model is an offering to the god’s of the trashbin. But you learned a lot. So it was worth it!.

Also look at box modeling techniques. Most of the superior heads have started with a hand full of polygons and already looked remarkably like the end result. Try to get the character into your work before you apply to much poly’s. Or… you end up with another offering to the god’s of displacement. But don’t worry about their anger. I am making sure right now that they are well taken care off with my offerings… lol.

Good luck
Lemo

Hi Lemo ,

Thanks for all the great advice !

I am more experienced modeling with polys in Maya . I was a bit confused with box modeling in Zbrush because there is no select Face or Edge tool and no extrude function .

I was reading on another thread that you can do something similar to the traditional poly modeling using Edge Loop .

It’s ok about the model though . It was mainly a test head for me to see if you can make a head out of a 3D Sphere in Zbrush . Now I know it’s not a good idea . The great thing about this program is that it takes such a short time to get things done that doing another head from scratch is really not a problem :+1:

Also look at box modeling techniques. Most of the superior heads have started with a hand full of polygons and already looked remarkably like the end result. Try to get the character into your work before you apply to much poly’s. Or… you end up with another offering to the god’s of displacement

I agree 100% . It’s a bad habit I seem to have picked up since starting Zbrush .

I checked out the thread on making the topology on a cube good to model on . But in your opinion is it better to make heads with Zspheres or Cubes ?

Thanks for your time and patience .

Best Wishes ,
Kevin