ZBrushCentral

Mesh relaxing when subdiving. Still an issue?

Hi there!
I’m just wondering if Mesh relaxing when subdiving (at the lowest subdivision level) is still a problem or not. Does anyone knows a script to avoid this? Is there any solution inside zbrush that I’ve missed? Does this going to change in the future?
Looking for a solution for this problem, but all the posts that I find are from few years ago, so maybe there’s a solution, or it’s juste that anyone gave up on this maybe…
In production this is hell. Changing proportions at the last minute becomes a nightmare when doing thin things la armor plates…

If someone knows a real way to fix this, I will give him my soul! If not, I have some methods, but nothing really perfect and fast when having tons of subtools.

cheers!

If the geometry doesn’t relax then it would not be softer. But the last version of Zbrush a dynamic subdivision has been introduced with new controls to set specific limits to the softness in the geometry.

Also you can also deactivate smooth in the subdivision setting before to subdivide, use crease edges to tag edges that you don’t want to be soft (with bevel option) and use edges loops of control to avoid specific edges being too soft etc.

Zbrush can not guess what edges you want soft or hard and is inevitable that some work to tag the edges is involved.

I get what you mean, but that’s not really the issue.
It’s not about smoothing when subdiving, it’s about relaxing the mesh at the lowest level when subdiving.
You can store a morph target to keep your original mesh, but if you change vertex position, then your morph target becomes useless.

I don’t know if my explanation is more clear now.

I think this is what you’re looking for
http://www.zbrushcentral.com/showthread.php?26639-Proportional-Subdivision&highlight=SmartDiv

It’s not quite the same as how mudbox subdivides but I think it’s the closest you are going to get in zbrush

–E--
looks pretty much like what I was looking for. Are you using this with the last version 64x? The subdivided version looks more like a tesselated than smoothed though.

It’s already too late to fix what I’m already doing, but will be very very handy for my future projects. Thanks!!

yes, it’s not like mudbox. I can’t understand why this has never been changed. It’s nice to have great tools to sculpt and so, but this one is crucial for production.

have a nice weekend!

The SmartDiv script works with 4r7p3 just fine for me. It helps quite a bit keeping your original mesh from not shrinking at all when sub dividing.

I think the reason zbrush does this is not by accident. I think it’s just inherit to their algorithms and is why zbrush is so much faster and efficient than mudbox is.