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Geometry not smoothing when dividing - Help!

Exported a decimated tool into Topogun. Used it to create parts that would go on it (belts on armour). Saved this as an OBJ, and imported it into the original tool. Then stored MT, inflated it slightly, and created difference from MT. Got a great looking base to work from (which I might have to do some creasing to get to look right).

However…

When I hit divide, it divides but with no smoothing, even though it’s set on. I’ve checked all the points are welded. If I do GoZ and subdivide in LW, it looks ok. (as the attached shoes).

Help, what am I doing wrong?

Attachments

ScreenClip.jpg

try clearing your mask.

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Nothing was masked. I have managed to get round it by saving the object as a LWO. Then opening it again in exporting it as an OBJ. Then importing it into ZB and appending it to my tool.

No idea what was going on, but I’m wondering if was something to do with with creating the geometry using the difference MT tool

Maybe there was some creasing. You could try using Tool>Geometry>UnCrease All.

That was my first though. Uncreased all, makes no difference. I will try to replicate it as I’ve bypassed the problem now.

I’ve managed to confirm what the problem is. If I have some geometry that has no thickness. Store a Morph Target, then inflate using Deformations. Then use Create Difference Mesh. All works fine, but then when deviding, it doesn’t work properly, no matter what uncreasing, welding etc you do.

Can someone confirm this? Is this a bug?

There’s certainly an issue with using Create Difference Mesh. Sometimes it will create areas where the mesh is irregular. When that occurs it leads to problems when dividing.

As a workaround what I suggest you do is to use ZRemesher on the mesh so that there’s new topology that conforms to the shape. You will then be able to subdivide that ok.

That’s no good to me as it was part of a pipeline that involved creating the piece of geometry. Giving it thickness (as I described). The doing polly group by normal to get each side a separate group. Then Crease by poly group. Wouldn’t be able to do that once it was Zremeshed I would have thought. My work around was having created the single skin bit, GoZ it into LW, and give it thickness there.

OK, well the simplest way of adding thickness to existing topology is to use Tool>SubTool>Extract. Set the S Smt slider to 0, turn off Double and TBord and set the Thick slider to somwthing suitable. If you leave the model unmasked then you’ll get an extract of the whole thing.

Hadn’t thought of that. Here was the result :frowning:

Geo at the top is what I’m trying to put thickness on. Obviously it’s important to the process that it reatains this shape. Bottom is the extraction. Can’t see any settings that stop it doing that.

Ideas?
ScreenClip.jpg

Well I suppose that’s because the topology is so simple. I thought you wanted it smoothed. :wink:

Yes, ultimately. However, it’s specifically for things like belts, or raised areas with a crisp edge and I find this simple geometry, with thickness that I can them use creasing as I subdivide, gives me by far the best control of which bits smooth in which way. Hopefully that makes sense.

I think if I was making things like belts and so on in ZBrush I would use the Topology Brush. It’s very good for simple geometry that needs to conform to an underlying shape and you can automatically give the mesh thickness.
http://docs.pixologic.com/user-guide/3d-modeling/topology/topology-brush/