ZBrushCentral

Divide mesh in specific areas?

Hi! i have been working on this model and have reached a stage where I feel the need to have more polygons around the eyes for creating lids and fine lines. My base mesh ( subdiv 1) is pretty low res and has useful polygroups. so to divide the mesh around the eyes, i go to sub div 1, isolate the eye area polygroup and hit divide. the mesh divides properly, jumps to the highest subdiv, but all polygroup information is lost. Is there a way i could get the polygroups back after dividing the emesh? please help.

probably this help
Local Subdividing for Detail
http://www.zbrushcentral.com/showpost.php?p=764828&postcount=8

and also look about working with layer

This is for andreseloy

Just a suggestion my friend

single post.JPG

Thanks zber2:+1:, always very kind!

Thanks Andreseloy for the help. I like the did you know series. The video however doesn’t address the issue I am facing. Currently Uvs aren’t my problem. I am just doing a high res sculpt from a concept sketch i did. The problem is that the low res model has a lot of polygroup information which is very helpful for me to select areas such as the fingers, palm, nose, ears, the lower jaw, the chest, toes etc. recreating the polygroups after dividng the mesh will be a tedious exercise. I guess there is no way to transfer polygroups from a previous version of the model. some help will be greatly appreciated. attaching an image to show what i am working on.

[

](javascript:zb_insimg(‘233181’,‘subdivide.jpg’,1,0))

Well, i dont know a way to directly transfer the polygroups from OBJ to OBJ but i think i found a workaround for you.

Now, first i must say that it is aways a good idea to make UVs with the idea in mind to create polygroups out of them - this is a must, i believe.

Now, what you can do to transfer the polygroups to your model after local subD is this.
If you dont have UVs, create some to your low poly (either in your main 3dapp or in ZB). Then what you do is to polypaint every group you have with different color (just hide/unhide and fill with color). Then create a texture from polypaint.
Then after subD, apply the texture to your model and then hit polygroup from polypaint.
I think this will work perfectly. I didnt try it out on such a detailed model, since i just come up with this but try it and share what the result is :slight_smile:

On a sphere here it works fine!

I forgot to say that if you have a problem with UVs, and cant get the texture map unwrapp correctly, you can transfer the UVs from your original mesh in your 3dapp on the low rez model. :+1:

why not creating edgeloops where you need more geometry in the lowest subdivision level and then projecting Hi res?

@pimeto, thanks for explaining the texture > polypaint to polygroups technique. Seems promising. will give it a try.

@dargelos, yup i ended up doing that. i went down to the lowest subdiv selected the eye polygroup and added edgeloops. takes a while as you need to select and hide polygons and then press edgeloop. and since my model was asymmetrical i had to do it twice…sigh…

thanks for replying.