ZBrushCentral

How can I un-divide?

I’ve been working on an alien model for a game for a while now, and I’m finally at the sculpting stage and it’s looking quite nice, and I just noticed, I’VE LOST MY LOWERST SUBDIVISION LEVEL. Is there a way of getting it back???

I’ve got the lowest subdiv level as a different tool (for whatever reason), is there any way I can turn that into the lowest subdiv on my hi-res model???

clicking reconstruct subdiv does nothing either :cry:

SOMEONE HELP ME!!!

yeah it’s a classic,
you need uvs on for it to works
Press enable Uvs and pres AUV in the texture palette

cheers :smiley:

brilliant!

However, I can only get it to what used to be my 2nd division level, it doesn’t let me go any lower because it has triangles in it. I’ve got my lowest subdiv in a different tool, can I put it in somehow?? However, if it’s not possible, I suppose 4k is low enough for a character that will be seldom seem. Thanks a bunch!! That wasn’t on the zbrush wiki, someone oughta add it.

Hmmm…was there any triangle in your model to begin with?
If not…then Reconstruct subd didn’t do a good job.
I would recommend using the .obj import-export method instead.

1-Export your hires as a .obj(it can create a pretty heavy file depending on the polycount)

2-Load you lowres tool(which you are lucky to still have)
divide it until you get the same polycount of your hires.

3-import your Highres .obj.

oh dear, my lowest subdiv tool doesn’t subdivide to the same number of points as the high res…oh well…

chwaga

do what christian told you except do not import the tool that has the higher levels over the other. This is what you want to do.

  1. Bring in the tool that has your lowlevel on it and subdivide up close to the same level as the higher one. Do not worry about the same points.

  2. Append the higher tool witht the detail to that lowlevel tool that you just subdivided up.

  3. Make sure both are on the highest level and only those have the eye on in the subtool palette

  4. Click Project all

That will take the detail from the tool that had all the sculpt and put it on the tool that had your lower level.

Let me know if you don’t quite understand and I can put something together.

Paul

when I put the polygons either higher or lower than the detailed version, I still get get:

[

](javascript:zb_insimg(‘106103’,‘Alien.jpg’,1,0))

any ideas???

have you looked at your normals and what direction they are pointing?

crap!! That’s probably it!! And just a few hours ago I deleted my low poly version because I had given up hope on restoring it lol…Ah well, It’s not that bad :smiley:

OK, well, I’m trying again (I got the normals sorted out), but there are still a couple small areas (oddly enough, in the areas of topology I DIDN’T change) that are going all over the place. Is there a simple way to retopologize a higher resolution model while NOT viewing the highest resolution?

anyone? This is rather urgent…

Did you try the project all?

Are you looking to retopologize the new high res model that you lost the lower sub levels on?

no, what I’m trying to do right now is retopologize my lowest subdivision level, while preserving all my upper detail, but using Project All sends a bunch of spots all over the place, and my normals ARE WORKING.

ok then lets try using projection with ZSpheres. Do you know that approach?

no, please enlighten me :smiley:

Alright here are the steps

  1. Select a ZSphere
  2. Make sure you are in edit mode
  3. Under rigging select mesh
  4. Select the tool with all the detail (make sure its on the level with the detail)
  5. Topology Palette–select topo
  6. Select the mesh that you rebuilt or the original low mesh with no sub-levels
  7. Click projection on right below Topology
  8. Hit A or open adaptive skin and click preview
  9. Play with the density slider to capture the detail or you can also play with Presubdiv level as well under topology. I would just stay with density.
    10.When you get the one you want click Create Adaptive Skin

See if that works for you.

Paul

no…what happens when I do that is at first I get the topology that’s all screwed up, not showing all of it and all. If I make an adaptive skin, it creates the high-res, bad topo model, and at density 1 it gives me the hi-res model. If I unhide all the topology, it creates the low-res mesh just divided a lot, but doesn’t give me any of the detail. :mad: Don’t you just love paying direly for your stupidity??