Probably Zbrush will feel more responsive if there are multiple subdivision levels and Blender will feel more responsive if there are none. So when you send stuff back to Zbrush you should probably rebuild subdivision levels if there are subdivision levels to rebuild.
Try rebuilding the wall brush. Just drag it away in any direction, copy it holding alt and put it on the same place. Ofc you will need to do the same to the window substract brushes if you have those. After that rebuild all
If you are talking about the scene mesh, "rebuild normals" should fix that issue (menu bar > modify > rebuild normals). If you are talking about the reference mesh instead, I'm afraid that the only way is to go back in your 3D modeling package...
modify>convert>polygon edges to curves or simply run CreateCurveFromPoly in a mel console. after doing this you will also want to rebuild the curve, since it;s segments will be based on the amount of edges in the converted selection. edit curves>rebuild curve or RebuildCurveOptions in the mel console
(Sidenote - You're using UE4, not UDK. UDK was the free version of UE3. ;) ) The biggest thing that stands out to me would be the consistency of the textures scene. I'm seeing a myriad of different textures and colors that don't seem to go together. Like, that archway is made out of stone, but the actual stones in the area…
I've resorted to just rebuilding both the high and low poly mesh quickly - it's fixed now. No idea what the problem was and it's pretty frustrating that I could have saved about two hours just by rebuilding it, but I suppose that's just how it is sometimes... Cheers anyway folks.
do you maybe have a maxstart file with some strange settings? (de)installed a renderer or custom shaders recently? something seems to go wrong inside the material editor. if all else fails, rebuild the 3dsmax.ini and/or look for other config files to rebuild inside the max-directory.
The Sub-D rebuild of the utility ship is almost done for some of the pieces that needed it. The cockpit has some pinching that needs to be aleviated and then moving on to any last minute detailing, before finishing up with the lowpoly process.
Okay, so I imported a High Poly mesh into Mudbox but when I try to rebuild the mesh's subdivision levels, it tells me something to the effect of "unable to rebuild levels because it was apparently not created through Catmull-Clark subdivision." anyone know what causes this? I tried using the same method I did for the…
Yep, like i said, some things cant be scanned perfectly unless you have 100+ cameras. Having HIGH poly count mesh helps rebuilding those in Zbrush. Or you can decimate mesh, bring it in your 3d app and build missing/screwed parts there. My original point was that you can fast clean (and rebuild) mesh in ZB.... Admir