ZBrushCentral

zbrush 3.5 local subdivisions?

is this still an option in Zbrush 3.5? i am working on a full body scult but want the head to have good resolution. It doesn’t while the hands and feet are incredibly subdivided.

When trying a local subdivision on the head by masking, it says its dividing but it keeps its polygon faces. I have to use smooth brush a lot to smooth it down.

someone else mentioned using subtools but after a few subdivisions the head and body dont meet up that well.

is there a better way to do this? i started with a zsphere model

It works for me. Remember, you have to be at the lowest subD level to do it. Also, dont let the poly frame preview confuse you…it may not update after the operation even though the polys are there, and you may have to toggle it on and off again to see the new wireframe.

I would encourage you though, to use a re-topology solution to your problem. Local SubD makes for some really problematic geometry.

i know retopology is the answer in the end. and as intuitive as Zbrush’s tools are they are still incredibly buggy to say the least.

And i think the major issue for most people who arent professionals in modeling is working with edgeflows. Working around the eyes, the mouths, ears, possibly the hands and fingers. All this stuff begins to start falling into a more of a professional task.

While i do understand loop flow and the importance of it, it always goes terribly wrong. triangles popping up left and right. we need some videos clearly showing retopology methods on characters, heads, hands, etc.