ZBrushCentral

help from the experts: Problems with distribution of mesh density

I am working on a large single mesh creature, a lizard dinosaur type thing. And I am running into some organization problems and wondered if I could get any advice.

The problem is, getting enough mesh density to paint scales and lizard like patterns on large parts of the mesh.

I have locking loops in areas like the teeth, finger nails and legs and so fourth, just what you normally do in any 3d app when you want to lock in tight areas when subdivided.

The issue is these areas get way more subdivision than needed, and also sucking up resolution while other broader areas do not get as much as they need without subdivided to super high levels.

One solution would be to bring in areas of the creature separately and work on it that way, an arm here, a head there. This would solve that problem. But then how do you tie the whole thing together in the end. …
especially if its supposed to be one smooth seamless character.

Would love to hear others thoughts, and approaches to this sort of thing.
I can post some grabs to illustrate this better if needed.
thanks,
Ormon

Mask what you want higher density…
Switch mask to inverse (to mask everything EXCEPT what you want higher density)
Drop to lvl 1
divide

The unmasked area will divide more… the masked area wont divide at all… you will get the funky mesh at the border but eh. no other option then separate peices.

thanks for the reply, this is a piece by Alex Oliver.
http://bp3.blogger.com/_aPKxFc1hekw/SHH0W3SJ_1I/AAAAAAAAARQ/BNlc9UoWpeI/s1600-h/scene_14.jpg

this is basically the same layout of detail I am trying to do. I just don’t understand how he gets all that detail in the head, with all the small areas like toes and such in a single mesh.

with what I am working on, if I try to subdivide the mesh to the point where I can get that going on with the head, the areas with fine detail like the toes, choke the performance.

thanks for the tip. that actually works much better than I thought it would. Seems like exactly what I want. I am used to xsi leaving nasty distortion at the local subdivision level, but zbrush looks like it does a very nice job.
thank you!

re evaluate your base mesh

well to re-evaluate my base mesh, the only option would be to add more subdivisions to areas that I wanted more detail, which would kind of kill the idea of a ‘base’ mesh. Unless I had one base that I uv’d and enveloped and another that I sent out to zbrush, but that seems like over kill.

The first suggestion seems to work very well in z3 with the local subd-ing.

what does using the local subdivision look like? I was just afraid that the edges would create seems, or just ugly geometry.

With my first attempt, I tried the local on my already detailed mesh. I stepped down from 6 levels, down to one, did the mask and subdivide thing, then stepped back up and it just worked. It didn’t distort at all and allowed me to paint more detail in those areas that I had bumped up.

I tried it again, deleting all my high levels, just having one, added one additional level, to 2, stepped back down, and did the local subdivide thing.
Stepped back up and it looked kind of noticable, but as soon as I started painting on it, it all evened out and tied together. So it seems to work both ways.
I am happy.