ZBrushCentral

Suggestions for workflow? - Hard surface detail

I’ve created a low poly model and imported into ZBrush with creased edges. I subdivide 3 times, remove creases and subdivide another two. This makes my mesh look just how I want prior to adding fine detail.

I actualy have 3 parts that I will deal with separately. After the above process - the smallest part is around 1.2millions polys. Another subdivision is sufficient to add the detail I like.

However the larger models will need to be some how be split into different parts so I can sudbivide each up to around 5 million polys to add my detail.

What would be the best work flow for this? Don’t need a step by step however this is the first time using the software properly hence why I’m not sure the best approach.

I don’t want to create more work for myself than is needed. Also I want to avoid doing a lot of work and then finding I should have used a different approach.

The biggest potential problems that I can imagine are:

  • I’ve accidently created triangles and when welded am unable to subdivide to produce a clean mesh. There are some very smooth surfaces on my model.

  • I’m unable to get consistant (tiny radius) bevels on the edges of my mesh as some have more polys than others.

  • I’ve thought of a few more over the last week but can’t remember off the top of my head.

Ideally I’d like to use Alphas to sculpt geometry. The final output is STL print. Ideally I’d like to avoid modelling the details in Max. Though love the Smooth group workflow. No faffing with chamfers etc.

Here’s a JPEG, to give you an idea of what I’m working on.

Attachments

Detail2[web].jpg

anyone?

maybe some trial and error is inevitable.

How about:

-Import to ZB using poly group plugin so I have my creases ready
-Then create polygroups
-the subdivide as high as system will go - 7 in total I beleive - around 5 million polys
-then… either??? (so here’s where I can’t figure it out).

a) clone each of my poly groups, subdivide and sculpt some more - Do I make sure I subdivide each cloned object the same amount? - then hope the verts line up.

b) Just hide all but one poly group, subdivide as required, then clone. this will hopefully keep verts in the right place. then clone this to a separate part ready for scultpting in the detail. And repeat the process. Weld all parts back together after decimation master.

I’m wondering also will UVs be affected by this process? Or does cloning mess them all up.

Ok, found the solution.

I did similar to here: http://vimeo.com/9673644 but I didn’t use HD.

glad to help you :wink: