ZBrushCentral

Zbrush changes level 1 Model after subdividing .

Hi ,

This is a strange problem i noticed trying to import a Hardsurface model . When I import the model , after subdiving it changes the base model . Seems like it relaxes the base model as well . Something which is not desirable for Hardsurface . Is there a workaround ??.
workflow is :
Import the model
Subdivide once
Go back to lowest Subd level ( the edges are shifted )

Attaching the model if someone can take a look
Thanks !

Attachments

Model_Change_zbrush.jpg

Turn off Smt for first couple of subdivisions. It’s right beside Divide button.

I also noticed on your base model that you only have two edgeloops on the corners. You need three edgeloops close together for sharp corners.

Sorry, my mistake. I see now what you mean by going back down to level 1.

Edit; I think that it is just normal ZBrush behaviour to do that when it comes to subdividing. I don’t think there is much you can do about it. It is something Pixologic would have to answer I think.

Tool:Geometry Subpalette
Crease: Cause an edge to be marked as a crease; this will be indicated as a dotted line drawn along the edge. This marks all edges of the visible area of a partially visible model as creased. Creased edges will appear sharper than other edges, as the model is subdivided.
CreaseLvl: Controls the sharpness of creased edges. Higher levels result in sharper edges.

you’ll most likely want to use a morph target and re import in level1 with the hard creases…depends on what you’re doing with the object

I think this is a example where the cage button makes sense, but you have to 'cage the model before subdividing.
If tou still have the original base mesh you could also reimport this mesh over the existin in level1.

Other workaround would be (besides of the crease function) to polygroup each flat area and do a edge loop on all hard edges before subdividing
Edit: I just looked at your model. Problem with your import mesh is that the faces partly are not connected. So also if you group each ‘wall’ of the object it will not subdivide as desired.
Maybe do a mesh cleanup first and then reimport into ZBrush.

Thanks for the reply .

the model is a single mesh with no Ngon , triangle or nonmanifolds .

Morph target and creasing are a viable solution , but its an extra step you one really need to do before starting the whole process , something always easy to forget .

Reimporting and project all didnt do the job of tranfering the polypainting .

I almost have solved the issue with some crazy UV transferring . ( there are dozens of similar part of a Robot model that was textured in Zbrush and exported with AUV tiling so we could save some unwrapping time ) .

This is something that has never been an issue with organic forms . I was really hoping that we could integrate zbrush texturing into hardsurfacing and low poly prop models . Without some careful steps it can create problems .

Thanks again !