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ZBrush Subdivision Error

polycounter lvl 6
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TROGLODYTE polycounter lvl 6
Hi all,

ZBrush is so awesome for so much.  But sometimes, it chokes on a marshmallow....
I imported a plain .obj with the simple corresponding UV attached to it, I've tried inserting it and then just importing it clean into a blank project....just tryin to create normal and displacement maps and I keep getting the stinkin subdivision error:

"Map cannot be created while the highest subdivision-level is active.
Switch to a lower-subdivision and try again."

I haven't even divided it and it's literally 282 polys.
Would anyone know why this is occurring?


Replies

  • TROGLODYTE
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    TROGLODYTE polycounter lvl 6
    Okay figured it out.  As it turns out, all ZBrush models must be divided at least once for normal map to be produced.  Seems counterintuitive to me but there it is, tried it and it works.
  • cryrid
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    cryrid interpolator
    Normally those maps basically capture the differences between two models (high detail and low res), but since zbrush only works on one active subtool at a time then those maps will capture the difference between it's subdivision levels instead since that basically accomplishes the same thing (personally I prefer the freedom of using different models/topology). 

    Are you just looking to create a blank map? They'd be pretty pointless if you don't have any detail to bake out onto them. 
  • TROGLODYTE
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    TROGLODYTE polycounter lvl 6
    Hey there, thank you for your reply and for explaining that.  That does make sense.  And yes, I did a projection of a torso portion of flight suit using this piece afterward but couldn't find anywhere on the web for a while as to why a simple UV'd cube would generate the error as well, then finally found a thread where someone had similar problem.  I too prefer using different models and topology :) ...more control right?
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