ZBrushCentral

How to Enlarge part of a detailed model?

problem 1
Hello. I have a model reaching the final stages of work but I am realizing that the head is too small. I want to swell it up a bit but the inflate tool loses detail. How would anyone recommend doing this? I need to keep the detail and keep it connected but it needs to be bigger. I am sure this is very doable. I just am at a loss for how.
I tried Scale as well but that just stretches out the part I select. How is this supposed to work in Edit mode?
Thanks all.

problem 2
addendum.
also, I am stuck at a high level of mesh resolution. When I try to reconstruct subdivision it says I have triangles and it won’t let me. So I am dealing with a million poly model. Is there any way around this problem as well? The cause of this was that I subdivided the face and hands while the rest of the body was hid so I could get some extra resolution without going over my machine’s poly cap. Apparently this created some triangles. I was going to try going down to a very low resolution level and then increasing the size of the head but I can’t because of this problem.

Thanks again.

zbrush rules!

Instead of draw mode use scale mode.

Ok, I looked at scale again and I guess that will work. Thanks.
It tends to just pull out the circle that is in the selection radius. Isn’t there a tool that inflates the whole thing at the same time so I don’t have to scale each quadrant of the head and make sure they are still accurate?

You can try setting up the draw radius such that you cover the entire head, or mask off the parts you dont want to modify and use the inflate or size deformers

I would hide all but the head, and press the S.Pivot button on the right side of the canvas. This will allow your deformation to swell the head from its center, rather than from the middle of the body.

Reverse visibility on the mesh and Ctrl+Click on the canvas. This will mask the body. Then restore full visibility to the model.

Next, use the Size deformation to scale the head larger.

The lower part of the head/neck will move down as it’s scaled. Use the Offset deformation to move the head up a bit so that it’s positioned correctly relative to the body.

Now all that will be left is to move some points around where the head joins the body so that you get a good transition again.

It’s funny how one little bit of info can be so useful.
I have applied that simple series of actions to several problems I had and it is very useful. Thanks Auric.
I am painting the mask with a big brush so I don’t get a clear line of mask and no-mask. This creates an area of fade that lets the skin stretch out in a more natural fashion. I am using this technique to swell up the head, reposition it, as well as repositioning the body to get a better asymmetrical pose. I’ll be posting it shortly. It is not of very original subject matter but it is a fun character to try.