ZBrushCentral

Too much detail in once place, not enough in another

Hi guys, I’m very new to ZBrush so I’m just playing around at the moment. I’m sculpting the bust of a character and I started with Zspheres. I used 2 ZSpheres for the shoulders, which works fine. The problem I have right now is that those 2 ZSpheres contain a whole lot of polygons when I start subdividing my mesh. I’m now at level 5 and I would like to

a. Have more detail in the face rather than the shoulders

or

b. Reduce the unneeded polycount in the shoulders.

Is there any way to do this?

Any help is appreciated :slight_smile:

What you would need to do is use retopology to rework the polygon structure of the mesh. There’s a lot of info on this feature of ZBrush at www.pixologic.com/docs

An alternate approach is to mask the areas that don’t need more polygons and then divide the mesh. The masked areas won’t divide. The down side to this is that you’ll get triangles where the two areas meet. Triangles smooth differently from quads, so you’ll see some artifacts there.

Another approach is to split your model up into subtools. You can then deal with each part of the mesh individually.