ZBrushCentral

How do you work around "pointy" meshes?

This is my general problem with modeling in ZBrush, I always cut a little too much, add a little there and extend to find all these mesh crevices that are horrendous to fix for me and only seem to get worse the more I try to work them out until I get uneditable strings.

Any suggestions?..
It would be great if we could “chop off” parts of meshes and ZBrush could refill a new facet of the like which you could then add more polygons and sculpt it.

Hi,

i’d also like a feature that lets you cut off parts of a mesh an replace by, let’s say spherical polys matching the mesh.
But until this might happen we need to stick to what we have and that would be the “smooth” modifier.
Tools-deformation-smooth will let your polys move near its neighboring polys thus getting rid of spikes etc.
Apply it as often as you think is needed, even try to mask parts of your mesh before smoothing (dont know for sure if smooth can be applied to unmasked areas only but try it).

Anyways if your mesh is too much out of control in certain parts smooth wont be able to help you - then you’ll need to get into dots mode and push/pull them polys one by one.

So add your idea to the wanted features list and have a nice one.

Hi gummie

Smooth is often used with masking to work on a particular area. To mask an area you can hold down the Control key and paint the mask. However make sure you are in draw edit mode, if you are in move edit mode then instead of painting the mask you will apply the current alpha as a mask.

Here is a quick script that shows that by using smooth you can repair some very seriously damaged mesh. Just subtract the mesh you don’t want then smooth it out.

Also I have provided a script that I find very useful to have when modelling. It places all the masking and smoothing buttons for easy access and takes up very little room.

smooth.txt

maskbuttons.txt

Gummie,
I am a new guy to Zbrush also and I spent lot’s of time getting frustrated with trying to get an unruly mesh under control. Once I found the “smoothing” method it saved me a lot of frustration and mental stability. I am now making sure that I smooth as I go along and don’t let the mesh get too complicated in any area. The masking and smoothing really work and help a lot. Give it a try :slight_smile:

Jim

Hi Gummie. I second what the previous posts say about smoothing.
Another thing that I have noticed is when you start to see crinkles you may need to divide the mesh in that area. Use mask to limit the division to the area you are working with.

<BLOCKQUOTE>quote:</font><HR> Another thing that I have noticed is when you start to see crinkles you may need to divide the mesh in that area. <HR></BLOCKQUOTE>

Tag, I wonder if you are referring to this tut. If you are I would disagree with this concept that the mesh resolution needs to be increased. It is a fallacy that wrinkling is caused by insufficient mesh resolution. In fact the opposite is true. the wrinkling is caused simply by the mesh getting a bit of rough handling. In fact a lower resolution mesh is much easier to smooth.

this is why it’s easier to smooth a low poly model