ZBrushCentral

How to keep Subdivision level 1 unchanged?

Hi guys,

I am following eat3d vector displacement tutorial and Michael Pavlovich is using a fase on plane as an example. I understand everything but how this face was made, I want to make my own training example with a mushroom like in the zbrush tutorials. I want to have Geometry> Subdivision level 1 to be unchanged by any sculpting so it matches to Michaels tutorial but I have no idea how to sculpt on the plane and keep its lowes subdivision.

Has anyone have any suggestions how can this be done?

This are the screen shots showing from the left sub 10, sub 7 and sub 1

Attachments

01.jpg

02.jpg

03.jpg

Are those the screenshots from the tutorial? If so his Sub1 only has 4 active verts (one for each corner). With that basic a grid, there would be no geometry inbetween to even displace on that level.

In Zbrush you could initialize a grid, then drop HDivide and VDivide all the way down, convert to polymesh3d and then work on that.

Hi Cryid, this is so typical, but right after I posted this message, I have noticed it myself. I tried it already and it works perfectly. Thanks anyway
Cheers

Is there a way to keep base sub div level unchanged? I’m having a issues doing normal maps for low res game characters. I want the base mesh at sub div level 1 to stay the way I imported it!

I would also like to know the answer, this would be handy

You cannot prevent level 1 from being changed. Multi-Resolution Subdivision Editing is a core ZBrush feature and it cannot be disabled. Any change made at a particular subdivision level will propagate to the other levels when you change levels. It allows sculpting in ZBrush to be non-linear.

There are, however, two options to work around it for creating difference maps:

  1. Before subdividing, press Tool>Morph Target>StoreMT. When done sculpting, return to level 1 and press Tool>Morph Target>Switch. Create your maps.
  2. After sculpting, return to level 1 and store a morph target as above. Now import your original model, which will restore your level 1 mesh. Create your maps.

Either way, if you need to return to higher levels for any reason you must first Switch again. Otherwise, the restored level 1 will propagate to the higher levels and change them.

This is very nice work around, it will come in handy soon. Thanks aurick