ZBrushCentral

Hard-edge modeling for games

Is hard-edge or hard surface modeling only about high definition modeling in ZBrush? What i have experienced, somereason i cant fransfer details in retopology workflows. Workflow is like, we do our “hd-model” with ZSketch, and the result is something like 500k polymesh. Then we retopologize stuff and transfer details with projection feature. Projection doesnt figure any hard-edges, because of smoothing, which i cant disable. Another way was subtool projection and its result was much better. In anycase there is allways major artifacts and its like rolling the dices. Sometimes it just jams while doing the projections with subtool projections. Someone else got to have same kind of experiences about this. For example making a car models for games in ZBrush or something similar. Is it about mixed triangle and quad meshes or what could be the problem? If some pictures are required, i try to post em with some workflow process descriptions.

Machinery is Quad Core Intel, 6gig mem.

1st example of issue:
[Exmpl1.jpg]

Here we can see some magic numbers, or at least they are magic for me.

[Exmpl2.jpg]

there is a known issue that when using the subtool projectall that PAblur should be set to a multiple of 8.

spaceboy412 there is a known issue that when using the subtool projectall that PAblur should be set to a multiple of 8.
What does multiple of 8 mean or where it is related to?

Meanwhile 3rd example:
[Exmpl3.jpg]

multiples of 8= 8,16,24,32 etc
put that into PABLUR
don’t know any easier way to say it.

multiples of 8= 8,16,24,32 etc
put that into PABLUR
don’t know any easier way to say it.
Ok thx. Didnt know this kind of issue, because dont really look forums that often so. Searching with google didnt help either. Sry also that u had to put 2 times that info, but simple guy like me needs more times ;B. Ill do some more experiments. Thx again.