ZBrushCentral

model size change after subdivision

Hi I hope I’m asking in the right location.

I imported a model from max into zbrush and then I subdivided it, then when I move it back into the first level of subdivision I found that the model got a little bit more “relaxed” with its size decreased.

this will mess up my work as I’m trying to make some morph targets using zbrush and I don’t want my model to change size, I also am very interested to know why is this happening as well, I understand that the model should get relaxed as I move up in subdivision but why it doesn’t retain its original form in the 1st level is behind me.

another question is that after I’m done with my morph targets( each one on a separate layer) I end up with a long list of models that I need to export one by one and import them one by one into 3ds max which could be a tedious job, anything to ease the pain would be appreciated.

thanks in advance.

There are a couple ways around this. The easiest one is to store a morph target in Zbrush before subdividing. Then subdivide. Then go back to level 1 and switch the morph target back. This should snap the model back to the original position.

Another options would be to import the original OBJ back into the level 1 subdivision.

As for your other question regarding the 3dsMax morph targets I am not really sure. There is the plugin for Maya that exports the morph targets but that doesn’t really help you much in Max :stuck_out_tongue:

You could possibly duplicate the subtool for however many layers you have. You could turn a unique layer on each one. Then using Subtool Master export each subtool as its own OBJ? That may not be faster than doing it manually but at least part of it would be automated…

cool…that’s a cool tip, I’m going to try that.

is it common for that to happen?, I mean the model relaxing after subdivision, I’m quite new to zbrush but the models I’ve worked on before -however few those are :P- didn’t have that happen to them.

Yea. That is sorta the nature of subdiving. How much geometry smooths depends wholly on how close edges are together. This can be done purposefully by adding edge loops to hold a shape or naturally due to the density of the mesh.

I think I didn’t ask the right question :slight_smile: I understand the model relaxing and all, what I mean is the form of the model supposed to stay intact at the zero subdivision level, after I subdivide it it can change , but when I get it back to the zero level, it’s supposed to return back to its original shape, or so I believe.

I hope I asked it right this time :slight_smile:

another thing, is there a way to remove some sculpting detail from a layer and get the original form back, sorta like the behavior of the morph brush but with layers?

Yea sorry. I am not sure if there is anything you can do about that phenomena other than the tricks mentioned earlier. I have never had issues with it so I never had a reason to try and fix it :stuck_out_tongue:

But to answer your other question:

If you want to just remove “some” you can do the same thing as you would with the morph brush. Toggle the layer off. Store the original state on the morph target. Toggle the layer on or make a new one. Then use the morph brush on the area.

I should have thought of that :slight_smile:

thanks for the answer.you’ve been a lot of help :slight_smile: