I’ve been noticing a divot in areas of models when subdividing. I’m not sure
of any causes. The only thing I can see (in the attached example) is that
they occur in 5-point junction areas. They are impossible to get rid of with
smoothing. Stepping and fixing each subdivision level helps, but it’s easy
to make them appear again.
The only real solution is to avoid such topology. If that’s not possible, then put the stars in places where it won’t matter.
those poles are next to impossible to avoid and going out of your way to push them into hidden areas for the sake of zbrush would be a kick in the teeth. the problem does seem to exist in zb exclusively since the exact same meshes smooth without those errors in maya. mudbox. etc. other subd methods
i’m seeing them more and more in my meshes. odd thing is. it’s only at some poles it will happen. seemingly at random
I have to concure with Catheter. The pole divots are random, and would be unnecessarily difficult to avoid while modeling.
I’ve loaded the same mesh in other sculpting programs, and the problem doesn’t happen.
Perhaps you guys could take a look under the hood for this issue?
Despite what pixologic says, I think it is a bug in Zbrushs sub div impl. No other subdiv modeler has this problem, and neither did Z2.
That said, recently I haven’t seen the problem at all. Mainly because when I retopo mesh and make adaptive skin, I hit unify first, and then reconstruct the lower subdivs. This seems to cure a lot of underlying zbrush buglets. There are many marginal bugs that are cured by unify. From symmetrical editing issues, resym problems, to problems with transpose ( rotating a mesh causes some unmasked parts to be left behind sometimes, or turn ‘rough’ ) and even these puckers, which appear to get worse the farther they are from the mesh center.
I think there is a subtle bug somewhere in their code.