ZBrushCentral

Hard surfaced meshes

Hi this is probably a stupid question.

I have a low poly street post/pole which i want to start zbrushing and later make a normal map to apply to the low poly. When i subdivide it, a lot of the straight hard edges get rounded and the whole shape is ruined. Whats the method to increase the poly count in certain areas,but maintain the shape? Is it adding in more polys where the sculpting will occur and then later retoplogize?

It seems very basic, but i havent worked with hard edged meshes or normal maps yet.

By default in the geometry rollout next to divide, the box “smt” is usually checked. If you uncheck this box and then subdivide you’ll maintain that original shape. It will still appear blocky but if you subdivide more and simply smooth out manually except on the hard edges you’ll keep that shape consistant up to fine detailing. Hope it helps! :smiley:

if you’re using max you can use the plugin “smoothing group import” or something like that anyway. crease and import maybe, import and crease. I don’t remember. but it is on Pixologic’s site, it has a little image of a belt buckle on it.

Anyway, that will let you import the smoothing groups from max.

also, you can always model for smoothing. adding a creasing edge at areas that are going to need to keep their form. You can always remove the extra edges once you’re done sculpting

Thanks for the help guys! unchecking smt worked exactly like i wanted it.Yeah goast666, that is what i was originally thinking i might have to do.