ZBrushCentral

Mirroring subtools and subdivision level help

So I had to mirror a part of my subtool over to the other side, and this worked great using subtool matser, but I lost all my subdivision levels.

Is there anyway to mirror parts over without losing subdivision levels? and what are my options for rebuilding the lost levels.
I had a very nice low rez mesh and I would like to continue using it o.o

As long as the topology supports it, then using Tool: Geometry: Reconstruct SubDiv should do the trick.

I did that but it only gave me back 1 subdiv level, and that subdivision level has no difference from the highest subdivision level

Two identical subdivision levels sounds like a very curious result. Do you mind sharing the mesh or some screenshots of it (or more details of what you’re doing)? I just did a quick test, but mirroring with subtool master preserved existing subdivision levels for me.

Lucky, what i was doing was duplicating one bottom half of the leg+foot over to the other side. I removed the old foot/leg by extracting it to its own subtool then did the mirror.

The body is ofcourse attached to the lower leg/foot so i hid the rest of it using polygroups from uv map.

Used subtool master, clicked mirror, did mirror and merge into one subtool with x axis checked.

The result worked but yah… no subdivision levels

My model is already like 6 million polys fully textured and colored.

It sounds like the extraction was the culprit for losing the subdivision levels. If you were going to split a mesh like that on a higher subdivision level, you’d have to make sure to get the split correctly along the original edges so that the mesh is able to be correctly reconstructed. Otherwise you’ll have extra faces that throw the whole thing off (basically, a mesh can only be reconstructed if what you have is capable of being created by subdivision). As a result, it’s better to do your splits on the lowest subdivision level. This should still let you step back up and have all the subdivision levels, and you can mirror from there.

I did the split on the lowest subdivision level so there shouldnt be a problem right?. I have an older leg on the other side that has to come off first before i can mirror the new one over.

I did the split using polygroups from UV… which is identical on both legs so whats the problem? o.o

Did splitting the mesh preserve any subdivision levels? Is the older leg still present when you try to reconstruct subdivision levels? Are you able to reconstruct the leg’s subdivision levels prior to mirroring it over? I think at this stage a video of your workflow (or images at each step) would show what’s really going on here.

Ok after splitting the mesh i still had all my sub-D levels…

I do have to remove the other leg that is being replaced correct? it wont overwrite it?

I had everything hidden but the good leg to be mirrored and mirrored it over the first time i tried.
I thought maybe the problem was the geometry it was being attached to was not visible, so rather than hide the rest of the body i decided to merely mask it…
The mirror operation took a lot longer and did restore sub division levels, but it ignored the mask and mirrored everything over and i had overlapping geometry.

Seems like im missing something.

I cut off both legs, deleted the undetailed one, and then mirrored over the good leg by itself unattached from the body. This way i have the leg on both sides and it preserved the subdivision levels.

However, now the lower legs and the body have been split into seperate subtools. I guess i can reatach them in maya, so far this was all that worked for me after tinkering all day on the problem, and its only a partial solution but ill take it.

Using ‘Freeze Subdivision Levels’ in Geometry palette before you use ‘Mirror’ in the ‘Deformation’ palette will allow you to mirror while preserving your subdivision levels.

As a test, try deleting the lower subdivisions on each and then reconstructing. If you’re able to do this, then you should be able to merge without problem (but again, the tests I’m doing has it preserving subdivision levels when mirror-merging with subtool master)

Edit: Also, I suppose if the legs aren’t crossing the center axis then you could also try using Mirror and Weld instead of subtool master

I just decided to use my previous solution for the feet, but I also have to get the left wrist over to replace the right one. This isnt so easy because the arm is one solid piece, any seam here would be very noticeable.

Freezing subdivion levels first didnt work.

The part of the arm I am trying to get over has similar geometry that matches, but isnt quite long enough. I split both arms off, deleted the one i dont want, and mirrored the other over. With these arm pieces as their own subtool seperate from the body I am trying to weld or merge them back togethor, this part needs to be one piece.

Welding wont work it is telling me the mesh has triangles, yes there is a few triangles but they are hidden and i cant rlly remove them without increasing the polycount. I tried taking both subtools (the arms and body) into maya via GoZ and lining the piece up then Goz back to zbrush so I could weld but was unable to due to a few triangles.

What are my options? Any help? This is sooo easy to do in maya, why wont this work in zbrush… This model is like done if i could get this mirrored over properly as one subtool with all subdivisions. I need to move on from this project.

Um… merged magically decided to work. I have both arm pieces and the torso togethor as one subtool with all subdivision levels… Merge worked but merge and weld would not… Now i just have the small problem of there being a seam where the arm was attached, how can i get rid of that? The smooth tool isnt working it doesnt look like the pieces are actually connected.

OK, got it togethor, Just goz’d the merged subtools to maya, connected the edges, goz’d back to zbrush and smoothed it out…

Phew

Thx all for your help REALLY APPRECTIATED.