EClark1894 opened this issue on Mar 09, 2014 · 229 posts
AmbientShade posted Mon, 10 March 2014 at 2:13 PM
Not bashing zremesher vintorix. Stating the shortcomings of a tool is not bashing the tool.
Zremesher does not give you precise control over topology and its tooltips even state this. Using curves only enfluences where the mesh will be drawn, it's no guarantee that all curves will be adhered to, and zbrush itself warns against setting the curve slider too high as you risk creating "topology restrictions that are impossible to resolve".
It's a fine tool for certain functions. Large areas that don't need a lot of directional changes is what I use it for. But trying to use it to create things like facial topology is futile. There's no way you can accurately define topology in ears or nostrils, or proper folds around eyelids, and for me it always creates unwanted triangles in random places that I'll have to go back and sort out all the geometry in the area by hand just to get rid of. I prefer having complete control over my mesh, down to every single polygon. I hate having unnecessary geometry. If I want a mesh that has exactly 21,384 polys or just 756 polys, I can do that much easier in topogun or by hand in another app like maya or blender. I can't determine exact polycount with zremesher, i just have to work with what it gives me.
Plus, I actually enjoy laying out topology a lot of the time. Like I said earlier, for me it's like working a giant puzzle, with no road map, just a general guide based on how I know the mesh should be. It can be extremely frustrating at times, but I tend to enjoy the mental challenge of it.
~Shane