Anyone know how to get rid of the un-smoothe (grainy) texture you get in zrbrush when you've smoothed like way too much? ...so far I've avoided the problem by adding another subdivision, but now i'm at sub-d 6 i'm thinking i should address the problem lol
Help much appreciated, thanks!
-Azimuth
Replies
please help!
On the area on the head the polys are smooth and the they stay like this for a good amount of editing.
On the neck you can see the quality of the polys is getting poorer (larger) and harder to work with the more I edit them - mainly from smoothing.
Initially it looks like a problem with the basemesh having topology that does match the high rez (which may be partly to blame), but I'm also getting this on other areas where this isn't the case.
If I've explained that all backwards, in a nutshell, the more I edit/smooth the worse the material/polys seems to get as in the neck area.
-Azimuth
Make sure you got some uniform polygon distribution on your basemesh and you won't have that problem.
Anyway, if you export that model to another aplication, say Max, and apply a smoothgroup most of it gets unoticiable.
...i can sculpt fine for a while, the polys don't show through badly, it seems the more i work on an area the worse the problem gets
Hopefully it'll go away when i project the hi rez onto the new base mesh
make sure you have the SMT function enabled when you move up in your divisions so it smooths the polys for each time you divide.
if you're pulling polys out, especially with the inflat brush, and depending on your standard brush mod settings, your polys will expand and artifact like you are talking about... especially if you are working off of any of the standard zbrush shapes or zspheres since there is no topology that adheres to your design yet. that or i just really don't know what the heck is going on. have you tried doing a smooth in the deformation palette to see if it helps at the current level? what kind of brush are you using? do you have an alpha enabled or are you just using the brush alone?
also, a method i like to use for retopo in zbrush. just block in your basic forms first and don't worry about the details. don't even get really heavy on blocking the forms in on your zspheres. when you go to retopo in zbrush, don't use projection and makes sure you have a nice flow working for your new topology. that should eliminate these artifacts all together since it won't project the expanded polys as well as maintain your solid base shapes from your concept sculpt. you'll also just get better resolution results if you wait to do nice details after retopo. use xnormal to transfer between high poly and low poly. the results are better than using ZMapper IMO.
Like I said from my first post, some matcaps capture that cavity and poly distribution more than others.
Firebert: I'm working a little backwards on this one as I want the anatomy to direct the flow of the base mesh and with my knowledge of anatomy I wasn't confident enough to build it the other way around. I'll try your work flow for my next character though, thanks dude!
-Azimuth
:EDIT:
nice one ty Jon!