would anyone know how I can lose this bit of spiy/geometry stretching from the tail of my model. I made the model in Maya, and at that point of the tail, all the edge loops running through the body come to a point, where I merged, probably, 15 or 16 verts into one. When I took the model into z and subdivided, this strange streak came out?
it is a scale problem with the model when sub dividing in Zbrush.
you can use transpose master to merge the meshes together.
then use tool>deformations>unify
then exit TposeMaster
You probably can’t just “fix” your error with this though. If you haven’t really sculpted it will be faster to just start over and make the scale work from the get go.
Cheers goast. i might try the transpose master method. But I found I could just delete these stretched faces when I took the model back to maya, so Im probably just going to do that. Much quicker if it works again! cheers though.
I know its probably not the most professional solution but im just a beginner experimenting…