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Tuesday 29 November 2011

Sub divide and definition


Here is a standard cylinder created from the pre-set brushes in Z Brush. As it is such a low poly mesh, if you try and sculpt it now, you would get random blocks rather than the desired definition. To solve this you have to sub-divide the mesh so that each polygon is a fraction of the size.


Once you divide your mesh, you should have a much smoother looking object which is ready to be sculpted.


What I found here is that because of the placement of the polys on the object as well as not being divided enough, the brush stroke came out rather blotchy and fragmented.


I tried to solve this by sub-dividing the mesh a bit more but as it was already fragmented in the pattern, the result was just a smoother blotchy line.


But if you re-sculpt the object you can see that the smoothness that was desired originally is now there because of there being enough polys to cop with the definition.

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