ZBrushCentral

Detail Trouble

Hey, I’m having the following Zbrush problem:
When I start to sculpt there is a time when I need to add additional geometry to single spot. So my question is is it possible to mask or something a region and add only to the masked place that geometry I need?Or what’s the technique for adding detail to a specific place and everything to stay nice and smooth?

Thanks


There are many options. Here are a few:

You can subdivide just a portion of the mesh. Simply mask everything else. (Easiest is to mask the area you want to divide, then invert the mask.) When you divide, only the unmasked part will subdivide.

Keep in mind that this automatically creates triangles around the edges. There is no way to avoid that. Triangles smooth differently from quads, so when you then subdivide the model again you’re likely to see some artifacts where the two densities meet.

Another option is to edit the topology at level 1 to add more edge loops within the area that you want to have more polygons. Doing this, you can avoid triangles while also getting a higher density in the localized area.

Yet another option is to split the part where you want more detail into a separate SubTool. That part of the model can then be subdivided without affecting the rest and there won’t be any seams. If you UV the model before you split it up you can even create various maps from the two SubTools and then merge them in Photoshop to get a single, seamless map.