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Again a problem with InsertMesh (Beginner)

For working with low-poly geometry with clean quads, I made a InsertMesh to retrieve 8 vertices in the middle of a 4 vertex-poly. I need this, to make little round wholes in my base-mesh. (They should get round after subdividing the final base-mesh. The wholes are needed to insert laces.

But here is the problem:

On the first picture you see the insert-mesh.

The second and third show, what happens, when I insert it into a square of 3x3 polys. Everything is correct and works as it should (smooth is off and projection-strength is 0 or 100, the same result).

But when i use only one poly to insert the mesh, I get some overlap. You can see this in picture 4 and it is demonstrated in the last picture, where i moved the inserted mesh up to demonstrate what I mean.

The insert-mesh is clean an the rear-side is completely open. Why do I get the overlap and how can I fix this problem?

Attachments

IM4to8.jpg

before combining im with 3x3poly.jpg

after combining with 3x3 poly.jpg

after combining with1 poly.jpg

After moving the inserted mesh to demonstrate the problem.jpg

As I still got no answer, I searched for a workaround:

First I tried it with modo and GOZ but back from modo to ZBrush, all my polygroups of my model were destroyed. So I tried 3dsmax at a friend:

You can see the result, I waned to get, but I wasn’t able to get it in ZBrush:

You see a part of my model (a shoe where I want to get wholes for laces).

I inserted the insert-mesh without combining it with my base-mesh over every polygon, where I wanted to get a whole later on.

Then I deleted the polygons under the insert-meshes

Then I went to 3dsmax with GOZ

After that, I fused the edges of the insert-meshes with the edges of the surrounding polygons.

After having done this for every insert-mesh, I went back to ZBrush with GOZ

And now, I have the result I wanted:
Now after finishing my base-mesh and ectracting to get a backside (inside of the shoe) I only have to crease the octagons in the middle of the insert-meshes, then subdivide some times and then have round polygroups which I can delete. My basemesh got only as much extra polygons as minimal needed.
Why isn’t that possible in zBrush??? Or is there a way?workaround.jpg