ZBrushCentral

Evenly distributed topology workflow

Hi there,

thats something Im wondering to do for ages now. Consider this base mesh:

Of course I do need more polys for sculpting. So I need to subdivide to get a round arc (blue) and enough polys to work with. So I need some controledges (pink) so the mesh stays in shape while subdividing. But the result is that the mesh does have very uneven distributed topology for sculpting (high subdiv where the controll edges are, low everywhere else) which could result in bad resolution and sculpting behaviour.

Subdividing without smoothing in zBrush is not an option because I need a round arc…

What is your workflow for something like this? :\

Thanks in advance!

Attachments

2016-09-22_121404.jpg

You can use creases to keep the edges sharp.

Attachments

creases.jpg

Thanks!

Very cool! I tried it and it works perfectly. Just using these to subdivide is exactly what I need. Afterwards I can remove them again and sculpt the edges. :+1:

It would be cool to set them via some sort of loop selection because hiding/showing all polys for each “loop” is a very tedious task… :frowning:

Anyway, thanks! :slight_smile:

Hold down Ctrl+Shift and select the Lasso stroke from the Strokes palette. Then, clicking a polygon edge will hide the whole loop in one shot.