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never attempted to zremesh just part of a mesh myself but check this, might be helpful: http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/partial-mesh/

note it says visible not masked, so maybe your solution is just making a polygroup by mask and isolating that polygroup

Okay, I am still working on the same dang part. I cannot tell which parts are extracted or sculpted in with the regular brush. :wallbash: Can you tell which parts I should extract? No matter what I try, it doesn't look quite right. Should I not worry about it, since the textures might help it look more like it?

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Not sure what you mean by "which parts are extracted or sculpted in with the regular brush". There is always a bunch of ways to acomplish the same goal and specially on 3d modelling, and what the author actually did probably differs from what i recommended. what matters is just the end result.

The pice is composed of multiple overlapped layers of leather, that's why i thought of extracting, it's a quick tool to mask a surface and make another layer on top of it, preserving the "shape" but i'm sure there are other ways to aproach it, and of course its not optimal for all shapes. Look for the worlflows that work for you (forgive the redundancy) because every person is and understands things differently, some people start meshes directly in zb and, i rarely do that. Instead i prefert to make a base mesh in 3dsmax with "traditional" subdivision techniques and then take that into zb for the details but for the paladin armor i did my approach was extracting the armor in zb, tweak shape manually and retopology for most parts, the helmet in 3dsmax, depends on the shape.

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Not sure what you mean by "which parts are extracted or sculpted in with the regular brush". There is always a bunch of ways to acomplish the same goal and specially on 3d modelling, and what the author actually did probably differs from what i recommended. what matters is just the end result.

The pice is composed of multiple overlapped layers of leather, that's why i thought of extracting, it's a quick tool to mask a surface and make another layer on top of it, preserving the "shape" but i'm sure there are other ways to aproach it, and of course its not optimal for all shapes. Look for the worlflows that work for you (forgive the redundancy) because every person is and understands things differently, some people start meshes directly in zb and, i rarely do that. Instead i prefert to make a base mesh in 3dsmax with "traditional" subdivision techniques and then take that into zb for the details but for the paladin armor i did my approach was extracting the armor in zb, tweak shape manually and retopology for most parts, the helmet in 3dsmax, depends on the shape.

Sorry I meant the area with the studs in front. Since there are at least two or three layers, I am not sure if each layer is extracted or if some areas are instead inflated (I guess I am just a little overwhelmed). Or if they were added by the standard brush and then possibly smoothed or something like that.

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Not sure what you mean by "which parts are extracted or sculpted in with the regular brush". There is always a bunch of ways to acomplish the same goal and specially on 3d modelling, and what the author actually did probably differs from what i recommended. what matters is just the end result.

The pice is composed of multiple overlapped layers of leather, that's why i thought of extracting, it's a quick tool to mask a surface and make another layer on top of it, preserving the "shape" but i'm sure there are other ways to aproach it, and of course its not optimal for all shapes. Look for the worlflows that work for you (forgive the redundancy) because every person is and understands things differently, some people start meshes directly in zb and, i rarely do that. Instead i prefert to make a base mesh in 3dsmax with "traditional" subdivision techniques and then take that into zb for the details but for the paladin armor i did my approach was extracting the armor in zb, tweak shape manually and retopology for most parts, the helmet in 3dsmax, depends on the shape.

Ok, I know you told me to extract the area with the studs on it and to add tubes. But how would you make the tubes in between the studs?

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Again, I apologize for all the trouble. I really do appreciate your help :smile:

 

I don't know, but how do you think this looks so far? As much time as I have been spending on it, I should've at least been done with the top, but I've at least redone five times and it still doesn't look the greatest :ohdear: (The stud part isn't finished, I am just having difficulties getting an even line underneath the other one.)

http://img15.deviantart.net/0981/i/2016/305/d/4/screenshot__36__by_lunarscapes-dan0lxw.png

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You can always duplicate the stud line and move it, getting another one "parallel" would indeed be complicated. Some of the edges are a bit too smoth, you mention you didn't have the last version of zbrush i think and there was a great improvement of zremesher specially when it comes to hardsurface. So it might be worth it to do retopo by hand and then maybe get into 3dsmax or blender, whatever you have to get more control on edge smoothing.

This might help: https://www.youtube.com/watch?v=l_UaavOgCTs

 

btw, i was thinking maybe we should continue by pm, given it's a two person conversation, i wouldn't want to reduce exposure on the other threads with all the bumping, so feel free to send me a pm

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