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Zbrush Subdividing Hard surface armor?

polycounter lvl 6
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KingKellogg polycounter lvl 6
So I got to make a high poly version of this armor suit I made- 
The problem is, ZBrush is not wanting to work for me like I want it to. So I came here to ask for some advice on how to subdivide and make a good detailed normal map for this thing without smoothing and losing the shape. ( turning the SMt setting off leaves funky lines ) 

Any help would be great.

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  • LaurentiuN
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    LaurentiuN interpolator
    I think polygrouping and then crease by polygroups and then subdivide, i think that could work.
  • musashidan
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    musashidan high dynamic range
    s1dK said:
    I think polygrouping and then crease by polygroups and then subdivide, i think that could work.

    This is the old method of doing it, pre-4R7. You can use the crease by angle for general creasing, and use Zmodeler edge creasing to fine tune it. Those 'funky lines' are the polygon facets. Turning off smooth will harden edges on all polygons when you subdivide.
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