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Dynamic Subdivison lead to pinching

Hi everyone !

I have some pinching showing up, and I’m pretty sure that’s comes from the dynamic subdivision step when I’m creating the highpoly in Zbrush.

You can see here (1) this is my magazine inside Zbrush, you can notice some pinching when looking the model at a specific angle.
For really understand the issue I took a screenshot in Painter (2) to show you the curvature map when I pushed values with a level.

My process for creating the highpoly model is describe here (3). Then I had chamfers and finally decimate it. I’m not sure this is the best method, I hope you can tell me more about this, if I’m wrong, or there is more to do.

After the dynasmeh I often smooth my model with the smooth brush or smooth stronger for eliminate all kind of pinchings. Despite of that I still have those deformations, and you really can see it in Painter for shiny surfaces.

So I’m wondering, what did I do wrong ? My process is wrong or I missed something ?
I will be glad to heard from you guys !
I’m looking forward to clean up this model !

HI @BrunoNM and Welcome on ZBC!

The subdivision applied to triangle polygons will always give you a bad result like that.
Did you imported a mesh composed of quad polygons ?
as to work efficiently, the subD algorithm require quad polygons, so make sure that before you import an OBj file, that you have tool:import:Tris2Quad slider with a value different than 0.
image

Hope it Helps!
Nicolas

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Hi Nicolas, many thanks for your answer !
And yes it looks better now !

When importing I was using Subtool Master/MutliAppend, so I wasn’t aware Zbrush can import as quad models (I thought Zbrush triangulate the model during import…).

I just notice I need to pay attention to the topology of the model though. I mean to properly connect vertices. (I have a hole somewhere in the model…not a big deal to fix).

I will bake this during the day, I think everythings will be fine, the model look already great !

Thanks a lot !

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