When you subdivide from a triangle it subdivides into more triangles that instead of flowing through the mesh like your edge loops do it reaches that point and stops. When going from a base mesh to a high poly mesh try to avoid using triangles as you are most likely going to have to retopo from the high poly mesh to get a better low poly to bake to. So things you could do: 1. subdivide it up enough till its not a noticeable problem 2. turn those triangles into quads, it looks like you already have loops around the eyes so it wouldn't be to hard to delete them and extrude some new ones
Another option could be using ZRemesher to retopologise your mesh. There's a brush which allows you to dictacte the flow of the geometry. Whilst this is not ideal for a final mesh, it should definitely help you by creating a triangle-free mesh.
thx guys, it is really helpful. But, one thing I am not sure about is that how do I delete faces and extrude a new one? Unlike Maya or 3ds Max, I guess Zbrush doesn't allow me to change the vertices, I just don't know which keys or functions I can use in Zbrush to fix the issue.
depends. the new version of Zbrush does. if you press B to open the brush pallette near the bottom there is the Zmodeller brush. if you have that you can do that sort of stuff
Replies
So things you could do:
1. subdivide it up enough till its not a noticeable problem
2. turn those triangles into quads, it looks like you already have loops around the eyes so it wouldn't be to hard to delete them and extrude some new ones
We try to get rid of the poles first.