ZBrushCentral

Polygroups for maximum detail

I want to sculpt my model with as much detail as possible. It looks like the best way is to break the model into polygroups based on the UV’s. There are a couple problems i notice when doing this.

  • as i subdivide, the border edges pull apart
  • because of the polygroups, it makes it difficult to sculpt since i have to sculpt each piece at a time (torso, arms, legs etc). I like sculpting on a base mesh that is one subtool but i just cant get the resolution i want.

thanks for any input.

  1. after you break the object into subtools, go to tool>geometry>crease.
    that will keep your borders intact.

  2. wait to break the object apart until you’re almost done. The only real time you need to hit really high subD levels for the details you’re looking for is when you get to pores and such. By that time there shouldn’t be any real major changes to the geometry. At least not to the point where having the head, arms, etc, in different pieces is going to matter all that much.

It may down the line though…so don’t mis-understand me (normal maps, displacement, etc) things can get tricky depending on your workflow.

You can always use HDgeometry as well so you can get the resolution you’re looking for without having to break the model apart. I believe the zclassroom even has some new vids on working with HD geometry now that you can create maps from it.

Hope this helps.