Hey yall!
I recently got a chance to sculpt in ZBrush so I'm currently exporting models from Maya to later on sculpt them in ZBrush. On the left is the model in Maya with a wireframe and on the right is the subdivided model in ZBrush with around 3.3 million points. Why are the normals so horribly hard? I have deliberately unchecked the "smt"-option in ZBrush because that distorts the model too much but is there any way to smoothen these hard edges? I just want a soft and round pillar
Thank you for your time and help!
Replies
You could use crease in maya for the hard edges before bringing it in to zbrush, think you need to use zapplink for that.
You could bevel the edges in maya and reproject to get a consistent mesh
Store a morph target at level 0, smooth it a couple of times, drop back to level 0 and restore morph target.
Another option you COULD try it so subdivide it once with smoothing off, then turn it ON and subd a few more times. That doesn't give ideal results but ... might be usable.
Also make sure that the model has no border edges as it will start to shrink when you sub D the model. I can't quite see from the angle but it doesn't look like you have capped the top of the pillar.
WarrenM: I tried your last fix and that ended up pretty much the same way, either sharp (hardened) or too smooth moving the geometry in unwanted ways.
Cheers for all your help guys!
You can add these supporting edges in your 3d app or in Zbrush.
OR you can manually go in and smooth out hard edges using the smooth brush.
edit,
oh man, gang-ninjad!
JohnnyRaptor: Thanks though!
I re-capped the end bits and "smt"-sub:d. It looks better but I have one final question, is there any way I can keep the hard edges on some parts of the model? For an example the bottom and top piece? Being itty picky right now but just trying to get a grip of it! Thanks!
See you on the forums! Peace!