Hello, I have these boots that I am working on and as I subdivide it (with smooth turned off) I want to be able to make everything smooth while preserving the hard edges that are there to give the impression of multiple overlapping bits of material.
I’ve been slowly going over it with the smooth directional brush but it’s not a perfect method and it’s quite time consuming.
What’s the most efficient way of smoothing out an object like this without sloppying up the hard edge details?
Also, a side question, but Maya 2014 has a brush feature where it only applies the effects of the brush on one axis (example given: If you have roughness but you don’t want anything to move in the x axis then you can select z axis and then the smooth brush will only average the vertices along the z axis and ignore the input of the other two axes).
Does ZBrush also have an ability like this tucked away somewhere? I hope so because I have to say that it’s very useful.