my problem is that when yo subdivide in zbrush, you have instances where you need to keep a box shape for example. obviously you lose this quite quickly when you subdivide a few times.
in max you can avoid this by checking 'seperate by material id or smoothing groups.
anyone know of a workaround
cheers
mike
Replies
Or you can use the plug-in named, crease divide.
tacit math, doesn't your model need to have all quads to reconstruct subdivisions?
Praying mantis, i will try that, cheers
Edit: yeah thats cool, thanks everyone.
suppose the only downside is having make 'everything' quads, which can be a pain, but for simple stuff like ammo boxes, combat trouser pockets, thats great.
trying that now
Though as others have said; crease weighting a subd model in another program, refining the mesh and then taking that into zbrush and reconstructing is probably the best way.
The confusion started when i worked at frontier when the lead insisted on doing everything in zbrush, even the texturing. what a nightmare that was.
Normally its easy to use your instict as it were, but with someone standing over you telling you its the wrong way, it becomes quite tough:{
To be fair though some companies like to have a 'very' minimal base mesh , which is fine for some things but for others its becomes very much about sculpting rather than construction techniques tht you would normally use.
I prefer mixing the two