Awesome vid! Whoha slow down, I can't see the keyboard hehe..I think you said: Mask, invert mask to cut only masked area >> Ctrl+W to make poygroup >> click to SELECT poygroup >> Ctrl+SHIFT+click to hide polygroup >> Geometry:>> Modify Topography>> Delete hidden!! Polygroups>> AutoGroups to make seperate groups and find artifacts to hide by Select Brushes! and Delete by Geometry: >>Delete hidden!! B,Z,M = ZModdler Brush: ZOOM in to Click Edge [Space] to select "Bridge" and Target: "Two Points" ..Boom!! Thank you so much for showing me how, blessings!
there is easier and faster way . You can put your parts together . make small border overlap over parts and then use boolean merge . mesh will be automatically unified . and then you use same trick with sculptris mode on border - this way you have to do like 5 time less work and if you make thin overlap almost no re-sculpting :D in some cases it will make some weird artifact between those two groups (if you will make it without good amount of overlap) then just select this artifact group > hide it , delete hidden and then use - modify topology > close holes . i do this all the time and this saved me a lot of work :)
I think another way you can do it is by merging the two subtools, then going to the move gizmo and click on the gear icon and select "Remesh by Union" It will merge the two pieces into one piece. Then you can use sculptris pro to add or fix the geometry in that area. There are many ways to do it.
+ 1 on the comment below, you SAVED me (and my model) after hours and hours of trying to fix it but just getting more and more problems... so THANK YOU
Thank you! Wtached other tutorials with other ways but nothing worked without dynamesh :( Your way worked for me! Sad that a 1000$ software lacks in these kind of functions
Actually there are other functions that allows you to do this kind of merging and they are even simpler, like boolean and remesh by union in the Gizmo3D deformer tab =)
Please help, I am precisely modeling a whole body and feet with fingers very close together (as it normally should be) the problem is that when doing bridge, the fingers merge and many triangles appear around
2:28 You didn't state how you "unselected" the particular polygroup that you deselected or unselected. Fast movements on the screen don't translate well into clarification of tools and/or subtools being used. I am having a difficult time following your voice as well as your cursor commands. Thank you. Still, a very good tutorial. Definitely a "Thumbs-Up!". I guess I will just have to watch your tutorial over a few times to understand.
To help tho, all he did was invert his poly group selection you can do this by simply ctrl+shift clicking into empty space and it will invert the selection. Once inverted you can go geometry/modify geometry/delete hidden.
Awesome tutorial I tried it and it worked but when I zoom into my model it seems like I’ve lost detail but when I zoom out it seems detailed ?. Will this effect my model if I 3d print?
Thanks for your comment, i dont see how this technique could remove some details, it might just be a bug. It will likely not have any impact on a 3D print model. Even though I would suggest making a decimation before printing to make it less heavy in the slicer :)
Thanks is for the reply , what I meant I was I seem to get some tiny holes and blurry detail lines when I do this but that’s when I zoom in . Looks ok when I zoom out , could be a big as I’m using zbrush 2021 and that crap keeps crashing every time I try and use trim Slice brushes or just randomly when I’m working at times. Will try this again and hopefully all will be well . Defo will decimate the mode after its finished .👍🏽
Hi man, thanks for the kind comment ! I unfortunately doesn't have time to make tutorials anymore. For the best Zbrush Series you can find, check Mickael Pavlovitch's channel, he explains everything way better than I. For a whole body topology, check FlippedNormals channel, they do have a lot of tutorials on topology. Have a nice day