ZBrushCentral

Increase poly count?

Thanks SC and dr.J, I watched both of your z-scripts and then tried out the method myself :smiley: . It’s really amazing how much control you get over the object whenits low-polygon, I really like modeling this way. This is actually really perfect timing because I intend to start trying to model bodies soon to go with my heads and having this much control will definately help me. :smiley: :smiley: :smiley:

dr. jjwow
I decided to watch your script as well, but unfortunately I don’t know what a snow tracker is (Floridian, you see). I loved watching your intricate technique, but honestly, I can’t tell what it is. Do you have a finished picture you may have put this object in? Sorry, hope you are not offended.

slosh you can click the link below to view what a snow tracker is in my mind
sorry but i posted this image about a week ago and i had thought that everybody had a chance to see it
 sorry. http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004680

Thanks for all the replies . Ill check out the tut.

And to LWTB, a picture is worth a thousand words, Thanks
Frank Lee Hawkins

Just to throw in a bit more info – I’m guessing from your first post that the Divide that you used was the slider just below the Object Preview. If so, that doesn’t change the polygon count; only the amount of subdividing that takes place.

If you go to Tool>Modifiers>Deformations, you will find another item labeled “Divide” – this one being a button. Clicking that button will double the polygon count in unmasked areas.

DON’T change your Initialize settings once you’ve started modeling! Doing so causes your tool to revert to its primitive state, erasing all of your hard work.

if you go to your your Initialize and erasing all of your hard work as aurick said just CTRL Z it back i thought i would just throw that in incase you accidently did.

Ohhh! Thanks, Dr. JJ. I did see that pic afterall (stupid me). I just didn’t make the connection. Without the coloring and all, I didn’t recognize it. Love the finished product!

Has anyone noticed that if you model with a really low poly object with symmetry, the symmetry starts to distort? :confused:

Hey G, check to see what axes you have constrained under ‘Transform->Modifiers’
If it’s only set to one axis, you shouldn’t have the problem
The default is ‘XYZ’, and you should set it to the axis you require
 :wink:

Thanks Stoney, low poly modelling here I come
! :smiley:

No prob, G
Another point is that sometimes you might want two axes enabled
That is also an option
 :slight_smile:
For instance, if you’re making a nose, you might want to pull the vertex out and down, but not sideways
In this case, you would turn off the ‘sideways’ axis


Cheers bud, wonder why the distortion occurs when all 3 axis are selected?, maybe this problem could be amended in future versions of zbrush. :slight_smile:

There isn’t any problem to fix, G
The distortion comes from the fact that if you have more than one axis selected, it’s very hard to move a vertex in only one axis
If you only have the axis selected you need


No problem! :wink:

Forgive me for being a bit slow
 but how come you don’t have any probs with a high poly model?, I can’t understand why a low poly model should behave differently. By the way I’m talking about modelling using mirrored x symmetry.

So am I G

Well, this is just a guess but look at a low-poly vs. high-poly sphere
When you have low poly, you can ‘focus’ your action on a particular area
The polygons are larger. Since it’s the vertices you are actually moving, the contraint plus the brush size plus the Z-Intensity will affect the action
Try experimenting with both low and high poly spheres, and you should set ‘dot’ mode so you can see what’s going on


What a dumb ass I am :rolleyes: , I found the reason for the distortion (thank god you say!), to get a low poly mesh I used the optimise modifier tab, but what I didn’t realise was that the model isn’t equally reduced, eg. if you use the tab to knock the default sphere down to 32 poly, the h-divide becomes 8 and the v-divide becomes 5, so I changed the v to match the h and bingo! no more probs. Phew :o

I never use the optimise at all
Just set HDiv and VDiv where I need it
Glad you worked it out! :wink: Optimise is for ‘simplifying’ your mesh, and isn’t the same thing at all


Yeah, your right. Don’t know why I was using the optimise button, being quite new to Z, I overlooked the h and v divide settings. but you live and learn. :wink:

G, you should also be aware that you don’t always set HDiv and VDiv to the same value
It depends on what you’re modelling. Sometimes you want more density horizontally than vertically or vice-versa
The time to decide is before you start modelling
A little planning saves a lot of time and wasted effort
 :slight_smile:

Thanks StoneCutter, solid info. :slight_smile: