Hi everybody. As a beginner user I very often have a problem with making narrow edges
(ears, lips) somehow they end up being ridged like on the picture. (Maybe I have usteady hand or something while using DamStandard ClayBuildup or standard brush). Am I suppose to use a move tool to fix every bump separately or try use Smooth… How do You think. Regards
I would suggest you get acquainted with the Lazy Mouse feature to smooth out your stroke. Whichever brush you are using, go to “Stroke > Lazy Mouse” and enable “LazyMouse” button if it is turned off. Increase “LazyRadius” to get a smoother feel.
That Is a great feature Thank You
The “ridges” are the underlying topology becoming stretched out of shape. You can see this happening if you switch on polyframe mode. This will happen over time with a fixed topology as you sculpt on it. The more drastic the changes you make to your mesh, the more stretched and distorted they will become.
This is why ZBrush has mesh creation tools that change the topology on the fly, allowing you to quickly redistribute or add additional polygons, to relax the underlying topology and keep it from being distorted.
Dynamesh will allow you to rapidly redistribute the polygons on the mesh while keeping form intact. If you ever have to make some drastic changes to your mesh’s form, it’s a good idea to redistribute the polygons afterward to get rid of all the stretched polys.
Sculptris Pro mode actually adds geometry in real time to the mesh as you make your stroke, which will allow you to sculpt in detail without any poly stretching.
It’s important to understand, though, that these sorts of tools are most useful in the mesh creation phase of your work, up to about a medium level of detail. The limitation of these tools is that they only work on a mesh with a single level of subdivision.
Fine detail sculpting should be considered a different stage of work, best achieved by subdividing your mesh to high resolution with multiple subdivision levels. By this stage of your work, the need for making drastic changes to the mesh’s form should be minimal. You will instead be sculpting ultra fine details that don’t displace the mesh’s surface very much (and therefore dont stretch the polygons drastically), but DO require the extreme levels of polygon resolution only achievable with multiple subdivision levels.
If you understand that mesh creation and fine detail sculpting are separate phases of work that benefit from different parts of the ZBrush toolset, then you’ve already learned a lesson that even many experienced users struggle with. But never be afraid of getting locked in to one way of working. If at any point you need to change the topology again on a mesh with multiple subdivision levels, you can always use detail projection to project detail from one mesh or topology, onto an entirely different mesh or topology.
Thank You for an extensive explanation. I have to take a closer look to that Sculptris Pro and detail projection. Cheers