Hi, I exported a mesh to tweak the topology then imported the obj back in to carry on with the sculpt but I cant get smoothing to work, I’m probably being really stupid here. I’ve tried the different options in the Maya lt obj export.
Any pointers?
Hi, I exported a mesh to tweak the topology then imported the obj back in to carry on with the sculpt but I cant get smoothing to work, I’m probably being really stupid here. I’ve tried the different options in the Maya lt obj export.
Any pointers?
What’s the Z Intensity when you hold Shift? It should be 100 for maximum smoothing.
Sorry if I’m misunderstanding but doesn’t that change the position of the verts to smooth them out, I want the low res object to display smoothed as it does in Maya when I set the normal angle to something suitable. All other 3D programs I’ve used are able to do it, smoothing groups in Max for example. Even when I using the smoothing tool with a z intensity of 100 still seems to display around the edge of imported meshes but changes the shape of them.
Ive tried different materials as well.
Even if I dynamesh the object the strange edge shading still happens?
Again I must be doing something really daft as this is a basic function of a 3D program but every imported meshes displays the edges.
Ah, OK, I misunderstood. A smoothed display is typical of a low resolution modelling program. ZBrushCore is a high resolution sculpting program. In order to get the best results from the sculpting brushes (other than the Insert Mesh type) you need to divide your model’s geometry using the Divide button in the Tool palette (Geometry sub-palette). Repeat the division until you’ve got the resolution you need. You can still edit the low resolution mesh, and any level in between, by moving the Tool>Geometry>SDiv slider up or down.
For DynaMesh, this is intended as a mid to low resolution feature to help you explore different shapes. Any time the topology becomes stretched you can re-DynaMesh. This will maintain an even topology which, when you are happy with the shape, you can then divide further for fine sculpting.
Hi, I think that you want to view your model in a smooth shaded view(or something similar) as in other 3d packages. I don’t think that’s possible in ZBushcore. The low poly mesh is always displayed with flat shading. As you subdivide your mesh it becomes smoother. Ofcourse using the smooth bush will average out the vertices actually displacing and moving them, not what you want in your case.
Personally I do not find that to be much of a problem as it helps me view the edge flow of my model when I am at the lowest subdivision level without enabling Draw Polyframe. I am mostly working at higher subdivision levels so model is smooth anyway.
Thanks both for the info. That does surprise me in some ways but I can understand why, I’m just used to turning on wireframe shaded mode if I want to see the topology, just have to get used to different approach.
Thanks again for the info, saves me spending ages messing with things to find this out.
The point is that in ZBrushCore you really need to see what your mesh is actually like, not a simulated smoothed version. This is essential if you are working on a model that will be 3D printed, for example.
I never considered the printing side of things but I’m sure I will the logic behind that as I’m sure I will be getting into that later this year.
Thanks again