This has always been an occasional issue that I’ve skirted on previous projects, but the character I’m working on has been poly-modeled and has a lot of armor with hidden faces deleted for optimization.
When I subdivide the mesh in order to sculpt on damage and details, these borders have a tendency to retract or shrink up into the mesh a bit. This is a problem because this is NOT how every other app handles subdivision, and the resulting displacement/normal maps are not correct.
Is there any way to make zbrush respect mesh borders when subdividing?