ZBrushCentral

Very very annoying bug with Zbrush!

In edit mode, mask all the portions you want to keep. Then select “hide pt” inn the masking section of the tool menu. This will hide whatever is not masked. Then select “mask all” again, on the remaining visible mesh, before you hit “delete hidden” in the geometry section.

This will protect the remaining mesh from the smoothing, and prevent your form from being slightly altered.

And if you get really ambitious, see tonys thread on the “making of lord of darkness”, in which he details his step in generating multiple displacment maps for the same figure in a zbrush workflow.

http://www.cgtalk.com/showthread.php?t=200732

Thank you very much for that Scott :+1: I can’t believe it was so simple and especially that I never tried masking before deleting.

Just wanted to add that you do not need to use masking to hide the polygons you wish to delete, the normal partial mesh visibility selection works just as well. When you are viewing the polygons you want to keep use a simple Ctrl + A keypress (Mask All) and you are ready to delete the hidden polygons. But if you apply the mask at a lower subdivision level you need to go to the highest subdivision level for the mask to register on all polygons. I think that is why I never got masking to work originally.

   Thanks again Scott.

I am getting very interested in this workflow now as the poly limits I am running into just arent cuting it for me. I looked at the lord of darkness tutorial and I am curious
is there a way to assemble displacements from a mesh you cut apart in Mental Ray in Maya? How do you maintain a consistent alpha depth across the maps? How do you determine the alpha depth to use in the first place if you use the multidisplacement plugin. Also do the buffer zones he uses allow you to make the maps allign in the renderer?? A little lost but very anxious to grasp this workflow.

Thanks all,

Scott