ZBrushCentral

When I merge then split subtools I get holes in all my meshes - Please help!

I’ve just merged all the pieces of a weapon (using the SubTool Master) and then appended that merged weapon tool into my character project to position it in the correct place. Once the weapon is in place I split the merged weapon tool by using the Groups Split button in the Subtool menu to fine tune a few things.

The problem is that when I split the weapon into all the seperate subtools it makes a hole in the mesh of every subtool. Is there a reason for this? And how could I avoid it?

I’m aware of the ‘Close Holes’ button, but I’d rather prevent it than fix it.

I’m using ZBrush 4R3.

Thanks!

now is 4R4 2P, you must update…http://www.zbrushcentral.com/showthread.php?170337-ZBrush-4R4-Update-2-is-Ready

A picture would be useful to show what the holes are like. Are you subdividing the pieces? If so then you need to crease the edges before subdividing to maintain their shape.

A couple of the pieces have been subdevided, but this before I merge them into a single subtool. I’m not subdividing any further after I’ve merged/split them.

Here’s some screen shots.

This first shot is of the subtool master selections I make.

http://i819.photobucket.com/albums/zz117/Black-Toof/1-1.jpg

Then this is the merged tool, appended to the other project. The Group Split is highlighted, as I’m about to press it.

http://i819.photobucket.com/albums/zz117/Black-Toof/2.jpg

Here are all the holes in the mesh. It shows on the Subtool menu at the side, but I have pulled a piece apart and cannot find the actual hole in the mesh. If you take note of the poly count…

http://i819.photobucket.com/albums/zz117/Black-Toof/3.jpg

This next picture I’ve pressed ‘Close Holes’ and it has upped the poly count and appears to have closed the holes showing in the subtool menu.

http://i819.photobucket.com/albums/zz117/Black-Toof/4.jpg

This is only a basic version of what I’m using to make it a bit quicker. There is probably over a 100 subtool overall…

I don’t know exactly why the holes are appearing to the extent they are but I see that your cube is based on the parametric Cube3D. This has poles that can lead to problems with some operations. In future I suggest that you load the DefaultCube project and start with that as it has no poles. (Likewise the DefaultSphere has no poles and is a good starting point for sculpting.)

One thing you might try with your current project is to use Dynamesh to create new topology at the lowest subdivision level. You can use the Freeze Subdivision Levels feature to make sure your hi res detail is transferred.