Retopology and polygrouping techniques are essential parts of the hardsurface modeling workflow when using ZBrush, regardless of other DCCs you use. In this video, I wanted to point out how leveraging Houdini and Houdini Modeler 2025 to retopologize and establish polygroups that can then be transfered back over to ZBrush can be achieved, fast and easy.
Here is the Vex code that I threw into an Attribute Wrangle ( running over the Detail attribute ) that I had placed into an HDA for ease of use ( copy everything between "CODE BEGINS and CODE ENDS", and replace LESSTHAN with a less than backet. Youtube hates angle brackets apparently :) :
CODE BEGINS
int success;
dict polyMap = {};
for( int x = 0; x LESSTHAN nprimitives(0); x++ )
{
vector cd = primattrib(0, "Cd", x, success );
string key = sprintf( "%f, %f, %f", cd.r, cd.g, cd.b );
if( !isvalidindex(polyMap, key))
{
polyMap[key] = x;
}
int value = polyMap[key];
setprimattrib(0, "polygroup", x, value, "set");
}
CODE ENDS
Here is the link to the Modeler 2025 plugin:
https://alexeyvanzhula.gumroad.com/l/jaoest
00:00 - Intro
00:40 - Start GoZ in Houdini
01:01 - Ctrl+Shift+C to Copy Subtool
01:14 - Ctrl+Shift+P to Paste into another Subtool
01:29 - Click GoZ button to send to Houdini
01:44 - Create a new Geometry node and dive in
01:47 - Drop a Labs GoZ Import Node
01:54 - Space+F to frame object
02:06 - Alt+W to start Retop with Modeler
02:30 - Create some more loops
02:38 - Select Build to reproject
05:25 - Pull out multiple faces
06:32 - Select Topo to stash construction history
06:58 - Drop Construction Plane
07:09 - Alt+F to bring up radial menu to Auto Flatten
07:37 - Hold V to snap Construction Plane to point
07:56 - Alt+C to bring up Color Radial Menu to Set Color
08:44 - Create polygroup attributes per color on appropriate primitives
09:21 - Drop GoZ Export Node
09:25 - Send to ZBrush
09:45 - Crease by Polygroup
10:01 - Set the Crease Level
10:38 - Copy subtool back to main model
#houdini #houdinitutorial #zbrush #zbrushsculpting #retopology