ZBrushCentral

Unwanted smoothing on mesh splitting

Hey there! This is my first post on ZbrushCentral so I hope I’m at the good place and I hope this is not a stupid question :stuck_out_tongue:

I’m new to Zbrush so I dont know the best workflows and everything… I’ve had this workflow where, when doing a character, I build the entire anatomy before putting clothes and gears. At some point I wish to cut my base anatomy in separate pieces (where the clothes will hide the cuts) to be able to upper the division one level higher and get finer details (face imperfections, nails, etc). The only way I know of doing this is to duplicate my tool use the Delete Hidden button until I’ve separated my anatomy into pieces (head, body, arms, legs). Problem is that when deleting hidden polys, it’s smooths out the higher levels of division, so I lose all my fine details.

2 Questions:
Is there a better way to separate a mesh more easily?

Is there a way I can do so without losing the details of my higher levels of division?

Thanks for you help!

Store a morph target at the highest level before you split the model.

And by the way, the easiest way to split it is to define a polygroup for each part and then use Tool>SubTool>GrpSplit to break it all up into separate SubTools in one shot. No cloning and appending required. :slight_smile:

never heard of morph target… i PRESUME it moves the vertices of one tool to reproduce another tool?! if so, there is no need to have an equal number of vertices like some other actions?

but anyway you got me with the polygroups splitting part :wink:
thats exactly what i was looking for!

thanks!
youre my hero of the day Aurick!