ZBrushCentral

subdividing parts of model ?

lo,

prolly a really basic question which i can’t seem to figure out…
is there a way to subdivide parts of your model ?

for example when extruding parts of the model by using the move brush often ill get really stretched geometry. (i know the best thing is to keep the endresult in mind before starting to sculpt …) lets say big ears on a head or something.
can i make a selection and subdivide that ?

thx in advance !

You can hide or mask the parts that you don’t want to be divided.

Partial division of your geometry will ALWAYS result in triangles, though. This tends to create visible problems where the two poly densities come into contact with each other, because triangles smooth differently from quads.

Something that you might do instead is use ZBrush 3.1 to relax the mesh. This is done by going to a lower subdivision level and pressing the Tool>Geometry>Reproject Higher Subdiv button. It will attempt to keep the current high level mesh while redistributing the polygons to be closer to the lower resolution version.

thanks… even i wanted to know

While you can’t fully get around the need for a good base geometry, don’t forget that by extracting pieces of your mesh as subtools, you can subdivide each part to the full 4 million or 10 million or however many million polys that can be handled by your system! So each ear could theoretically be 4 millin polys, while the head is another 4 million, the body another 4 million, etc.

But, you’re porbably better off using reproject as Aurick recommends or trying to retopologize for more balanced geometry.