ZBrushCentral

pinching points...

I have been working on my skills with zbrush and while it is fairly easy to get into and make some very cool models, there are a few pitfalls. Once of which that keeps hanging me up is the random pinching at points. There seems to be a similar, perhaps related issue with mesh intersection. Using the standard brush as I add volume to a mesh it is pulling some points (random pixols) completely away from the mesh. Is there a way to resolve this? Also, why do so many tutorials show low res meshes allowing relatively fine details to be pushed/pulled, but when I attempt to make the same mesh do the same thing the results are drastically different? Is there a scale modifier, or something of that nature that affects the amount of resolution you can get out of a given number of verts?

I’m not sure what you mean by “random pinching of points”, can you show an image to help illustrate your problem?

What mesh intersection are you talking about? Subtools that have inner-penetration? I also don’t know what you mean by “it is pulling some points (random pixols) completely away from the mesh.” Can you elaborate?

What tutorials are you talking about that show the type of solution you’re trying to achieve and can you show an image of where you are encountering the problem recreating the effect?

Scale can be an issue inside of zbrush, but rarely is…if you need to make sure your model is the right size for zbrush, you need to use tool>deformations>unify. This will ensure your mesh is scaled to best work with zbrush. This really only matters if you’re trying to say…sculpt the planet at actual scale, or something microscopic at actual scale.

What do you mean by “the amount of you can get out of a given number of verts?” Are you talking about subD levels? maximum polycounts? I’m just not sure again.

I really think images will help those of us to understand the questions you’re asking.