ZBrushCentral

turning off the wireframe?

how do you view models in zbrush 3 without the wireframe over the model?

hey,

Click the frame button on the right(where the move, scale and rtate buttons are.)

thanks but i wasnt referring to the “frame” button - im referring to the sort of wireframe/facetting that is occuring on models in zbrush 3.
ive noticed that even if i subdivide up to 6 times, you can still see this wireframe effect on models - no matter what material is applied to it either.

heres what im talking about:

it seems to be more noticable on the mat cap materials. but it still appears faceted on non mat cap too.

i exported this model (the zbrush3 ‘SuperAverageMan’) and imported into zbrush 2 and i cranked up all the smooth settings under the Tools display options - and also turned off ‘quick edit’ mode and heres the results im trying to achieve in zbrush 3 - that i can easily seem to achieve within zbrush 2. what gives??

heres an example (both are at level 1 subdivision):

Display properties in TOol menu => smooth = 1
Transform menu => quickedit = off

so i just tried hitting the “f” key (key command to turning off quick edit in zb2) and it worked in zbrush 3 as well - allowing for the smoothing to appear.

why did they decide to remove the quick edit 3d button from the interface?? ive seen so many postings here of facetting/wireframe look to models - i wonder how many people even realize this is possible?

heres the result with smoothing after hitting the f key

hah thanks Namek, i seemed to figure it out right after i posted.

uh what is this thats happening now tho?

it seems when i have this smoothed model with quick edit turned off and i try to paint on the model this is what i get:

when i rotate the model however it goes away and displays properly. anybody know about this?

"Smoothing " is meant to be used “pre rendering”, and is not really intended for editing. It wont refresh till a redraw is forced. Furthermore, it comes with a heavy performance tax.

To get rid of faceting, simply divide the model more. Unless your system is truly ancient, you should be able to work with 3 to 4 mil polygons in Zb very comfortably in Z3, which would obliterate any faceting on any but the most complex meshes.

Theres really no need for real time smoothing when you’re working with millions of polygons.

well yah i originally was trying to find out this solution for rendering purposes mainly, but noticed this artifacting which im assuming is a bug.
hopefully this will be fixed, as it is nice to have the option of painting with smoothing on

thanks for your reply

Well, like I said, its almost entirely pointless. The screenshots you posted show models that are very low resolution in ZB3 terms. Divide a couple more times…sculpting performance and detail will be better, and smoothing is irrelevant. Real time smoothing shaders also tend to obscure fine detail.