ZBrushCentral

Controlling The Subdiv Polycount Number

is there any way to control the subdiv increment to lets say lvl 1 is 500 polys active. when i subdiv i want the increment to be lvl 2 subdiv is 10000 polys then lvl 3 would be 20000 polys?

im using zbrush to generate low mesh characters for a 3ds max boning. using multires in 3ds to control the amount to a controlled number ruins the mesh.

is this a dream or is it a possibility?

Quads always become four new quads when divided. Triangles always become three quads. There’s no way to change that.

It IS possible to partially divide your model by first masking the area you don’t want to change. Be aware, though, that triangles will be created where the two different mesh densities meet.

You can always decimate your meshes inside of Zbrush and then cut in loops that are required for your LOD characters for deformations.

3Dcoat and Topogun also have good resources for controlling the decimation or meshes as well.

thanks for the replies sirs. :slight_smile:

@beta_channel

will try the decimate and cut loops. saw the 3d coat autopo feature and i was hoping it was a one button retopo for dummies but was sadly mistaken, it still manually done but with greater control and interface, with the combination of bumpmaps to simulate the highres model detail.

i was hoping i could control the subdiv reaction to really start out with say a 7 or 8k poly model and using the retopo tricks in zbrush to add some lines so i wouldnt have to bother retopoing the model again.

can you point me to some awesome bumpmap tutorial 'coz i’m still a dummy studying 4 softwares at once. thanks. :slight_smile:

Bumpmap tutorials for what? characters, vehicles, environments? Pre rendered or realtime? Static images or moving?

in animation so its moving.