ZBrushCentral

ZB4r4 - PM3D Subdividing - No Levels? [Answered]

What is happening when a PM3D is subdivided, and no upper/lower subD levels are created?

Alpha 16bitgreyscale.psd> Make 3D 1024 (Hires Details) > Make PM3D
Alpha 16bitgreyscale.psd> Make 3D 512 (project hi res to this mesh) > Make PM3D

I want to project the hi res detail to the low res and make a Disp map.
When the Low res PM3D mesh is subdivided, no upper/lower subD levels are created.

Hello,

Be sure to clear your masks before subdividing, even if you can’t see them.

Thanks Cryrid, :slight_smile:

Yes, when you create a mesh using the Alpha>Make 3D button the faces will be masked. This means that when you subdivide you are creating partial subdivision which does not support different levels. You need to clear the masks first.

And incidentally, the Make 3D button creates a polymesh - there is no need to press ‘Make Polymesh3D’ to create another.

Marcus, If that is true then there is really something wonky going on with my workflow! XD
After converting an Alpha to 3D, the prefix is : Skin_name, I then convert that to PolyMesh3D.

Thanks for the replies! Clrearing the mask worked. The "Skin_ " was confusing thanks for the help.

(Skins are polygon-based models too)

sadicus,

Just to clarify:

  • If you choose one of the ZBrush Primitives (such as the Gear3D or the Ring3D) the shape can be altered in the Initialize menu. This is because they are created from a mathematical formula. They can’t be sculpted as their shape (topology) is not fixed. (And only the Primitives have an Initialize menu.)

  • The Make PolyMesh3D button will convert a Primitive into a fixed polygon mesh that can be sculpted. The topology (arrangement of polygons) will be the same as the original Primitive for the settings you had chosen.

  • The various ‘skinning’ methods (Adaptive Skin, Unified Skin, Remeshing, Alpha>Make 3D) create new topology based on the underlying shape. Any ‘skin’ produced this way is also a polymesh and can be sculpted, subdivided etc.

  • Another use for the Make PolyMesh3D button is to create a quick copy of an existing mesh but without subdivision levels. For example, I often load the DefaultSphere project when I am trying out stuff. If I want to try one of the Insert brushes I press Make PolyMesh3D and carry right on.

HTH,