ZBrushCentral

catmull clark subd issue?

:small_orange_diamond: what I know:
zbrush 2 uses the catmull clark smoothing method when dividing base meshes.
this smoothing method works well with trianglar and quad polygons. it also shrinks the mesh in it owns unique way. cage and morph target help restore any imported base mesh from this shrinking.

:small_orange_diamond: what I don’t know: :warning:

my problem with it is when working with other software such as 3ds max 8 which does not divide base meshes in the same way. (it uses meshsmooth or turbosmooth).
I started my self portrait in 3ds max and brought it into zbrush to do the shoulders and neck. I found when you add geometry cage and morph target don’t work quite well. My new shoulders and neck don’t subdivde in Max the same as in zbrush. The shoulders and neck look different.
is it possible to add large portions in zbrush to a mesh started in 3dsmax, and have it look the same in 3ds max :question:

Im not quite sure what might be the problem. If all else fails i know that XSI uses catmull/clark as well as doo-sabin. You can get a full blown free trial of it here:
http://www.softimage.com/products/xsi/free_trial/default.aspx

thanks for the link.
lightwave uses catmull clark too, but I have to use 3ds max 8.

what is doo-sabin :qu: :eek:

It is another subdivision algorithm.

http://www.cs.unc.edu/~dm/UNC/COMP258/LECTURES/Doo-Sabin.pdf

You could try exporting level 2 of your mesh rather than level 1. Create the displacement map at that level as well. That way, your model will be greatly smoothed already in a way that’s compatible with the map, and so won’t be as affected by the other software’s subdivision algorithm.

my model is a mix of both zbrush and 3ds max sculpting

and each program divides each half differently no matter what subdivison level I’m on.

I done a lot of tests but it looks like it was bad idea to sculpt a base mesh half in zbrush and half in 3ds max.

I’m going to have to rebuild one half in 3ds max :cry:
which I rather would of enjoyed doing in zbrush.
zbrush is so much more fun. :lol:

To avoid shrinkage in ZB when you sub-divide, you can turn off the Smt (smooth) button in the Tool > Geometry palette (next to the Divide button).

you made me rethink this…

but there are reasons I need to have smooth on

such as to see what my final geometry actually looks like when smoothed.

I don’t want to add fine detail on a blocky polygons.

or maybe I’m doing something wrong, I’m doing a self portrait and the model has to transfer into other programs accurately. The difference in subdivisional systems from 3ds Max to Zbrush is bugging me.
I had to rebuild alot of it in 3ds max from the work that I had done in zbrush.

Attachments

self portrait question.jpg

Try with smooth off for just the first sub-division, then turn it back on for the next.

Man, Ed is going to be running around with red ears, what with all this use of his name, hehe.

I believe Moochie has the suggestion that works well, although I don’t use Max to run a test. However I remember some young fellas chatting about this awhile back. :wink:

Thanks Moochie I will try that. :+1:

Where are these young fellas :question: