ZBrushCentral

The detail in my model is "squary," help?

Hi, I’m new to Zbrush (and 3d modeling) but im starting to get a decent grasp of it after two days (at least it seems that way.) But here’s when i start having problems: Once i move and shape the model alot, start adding texture (scales and stuff) it starts getting really “squary.” No matter how much i smooth the surface beforehand, when i try to apply some extra detail to the model, it comes out “squary.” For example, if i have a tentacle, and i try to pull some suction cups out of it with an alpha, the suction cups wont be smooth and look as well rounded as they should. They look “squary” like its really low resolution or something. Anyways, hopefully one of you can tell me why it does this so i can either fix it or avoid it again in the future.

(Also, there are some sections on the model where i can pull out a suction cup and it is very smooth, its only parts of the model that get really squary.)

And also, when i click to rotate the model, parts of the surface that contain lots of detail get all blurry and squared, but when i let go of the mouse, they revert to the more detailed and defined state. Can anyone explain why this happens, if its supposed to happen, and how to avoid it if its not supposed to happen?

Thanks in advance for your replies :slight_smile:

It helps if you can show examples. But odds are that your model just doesn’t have enough polygons to support the details you’re trying to add.

The model switches to a lower resolution when you rotate, yeah that is supposed to happen. As for the faceted look you’re getting, Aurick is probably right.

It looks pixelated (or squary). Anyway, aurick is probably right on the density of the mesh, or the mesh resolution. The reason you get a good cup one time and a bad one on another is that the mesh most likely has different resolution across its surface. Even spaced quads are the way to go for sculpting.

Also, when you rotate the model and it gets all square…it’s supposed to do that. When you rotate the model that takes processing power. To help get the fastest response from Zbrush your mesh displays at a lower subD when you rotate so your processor doesn’t have to take such a huge hit. If it bothers you…you can change it in preferences>draw I believe. Qtransthreshold. Or you can simply just hide a piece of your model then rotate. the quick transition only happens when the entire model is visible. So if you’re trying to check the curve of a surface…on say, the shoulder. Then hide the legs and then rotate to check it.

Okay, that seems right, it must be a different resolution across the surface. Can this happen through lots of moving / stretching? Uneven distribution of polygons or something like that? And how do i fix that resolution problem? Is there a way to add resolution to part of my model and not the entire thing? Also, how can i avoid an uneven distribution of polygons / change in resolution when sculpting my model in the first place?

Well, if you’re starting your base mesh in another app like Maya, then just try to keep your mesh as even as possible using the poly modeling tools.

If you’re starting in ZB with ZSpheres, then press the a hotkey once and a while to envoke skin preview mode. If a certain area looks a bit sparse in polygon density then add another ZSphere to that area.

If you’ve already started sculpting and you run into this problem then it’s probably retopology time. There’s loads of info on retopology, just search the forums. You’ll find links to videos and tutorials, etc.

Okay, off to learn about retopology.

Thanks for being helpful everyone :slight_smile:

Yeah, if you are creating your basemesh in another program, a base mesh with even topology (even edgeloop spacing) is REALLY, REALLY, important to remember. On that note, you dont need a high res base mesh, as a matter of fact, a lower (but still even) base mesh is better because Zbrush quarters the mesh for every division level, so the less polys to begin with the better.

You can subdivide portions of the mesh:

  1. First mask off the area you want to subdivide.

  2. Next switch to subdivision level one.

  3. Go to the masking pallete and click “hide unmasked”

  4. Go to geometry pallete and click divide.

If done correctly you can see the different division levels are now different colors when you turn on the “Frame” button.

Note: when masking make sure that the area you mask when lowered to division level one still covers the area you want higher density to be in. Sometimes you mask off an area and then when you lower to division level one, the mask changes a bit because there arent as many polys to support the over all shape of the mask so it can sort of “shrink”.

good luck. :slight_smile: