ZBrushCentral

Subtool - less polygons? SOLVED

I’m making all the high res details on a subdivided low res model for a game project and will be using normal maps for the low poly export of the model… I want to create clothes for the character and the Subtool is ofcourse perfect for the job… however, I can not lower its geometry res cause it starts high… How would I go about having low res clothes and such?

Thanks :stuck_out_tongue:

You could try using Tool>Geometry>Reconstruct Subdiv to create lower resolution levels of your model.

Alternatively, you can use the retopology feature in ZBrush to create your form-fitting clothes. By adjusting the Tool>Adaptive Sking>Density slider, you’ll be able to determine the resolution of the resulting mesh. That mesh can then be appended to the original model as a new subtool.

When I click on Reconstruct Subdiv nothing happens… :qu:
I know about retopology but the other technique is much faster and easier.

Not all meshes can be successfully reconstructed.


  • There can be no triangles.
  • The current mesh must be evenly divisible by 4.
  • The mesh must also have a structure that is conducive to reconstruction (the computer has to be able to find groups of 4 for every polygon in the model).
In other words, the current lowest subdivision level must be something that’s capable of having been arrived at by division of another mesh. That other mesh is what will become the new level 1 of your model after reconstruction. But if what you have now isn’t something that could be gotten from dividing a mesh, then ZBrush can’t do a reconstruction.

Well I do want to have that process on a mesh that was made out of a subdivided mesh… the subtool is extracted out of a subdivided mesh and that’s why it has so many polys… shouldn’t it work?

Not necessarily. Extracted meshes are based off the parent, but there are also new polygons created at the edges and for the thickness. So an extracted mesh may or may not be able to be reconsructed.

So I guess retopology is the only way huh…
Well thanks a lot for the help :smiley: