ZBrushCentral

Subdivide problem - non-uniform poly distribution

Hi All,

I thought I saw a tutorial on this but can’t seem to find anything at the moment and I’ve been scouring the net. I’m sure the question has been asked hundreds of times already so I apologise in advance!

I want to create panel geometry (and some more organic geometry) in Maya and then work in ZB. I realise that if I subdivide such geometry I will end up with too many polys along the thin edges. How can I prevent this? What is best practice/workflow to get a uniform distribution?

I don’t know if dynamesh would get the best results, and I don’t want to spend ages trying to retopologize, there must be a nice, simple and clean method?

Thanks!

Attachments

subdproblem.jpg

Dynamesh and Unified Skin will create a very unified density (no need to worry about retopology, that shouldn’t take long at all).

You could otherwise try setting up your creases in zbrush (you can manually set them, or use the tolerance angle), and have them hold for a few subdivision levels. Or just add in the control edges to the geometry (there will be extra faces along the edges, but this may not be a problem for the sculpt).

Thanks Cryrid, I’ll give those a go.