the mesh is composed of multiple subdivision levels что это
DOCUMENTATION
About Subdivision
Subdivision is probably familiar to most users of modeling programs; it increases the polygon count of a model by replacing each polygon with multiple polygons. The most commonly used subdivision scheme is the Catmull-Clark method, which also moves vertices as it subdivides, so that a low-resolution cage can give a high-resolution smooth surface.
ZBrush offers an additional powerful feature when using subdivision with polymeshes; a polymesh retains a “subdivision history.” To put it another way, each time a polymesh is subdivided, the geometry from the previous polymesh is remembered, all the way back to the original polymesh. So a subdivided mesh can have multiple levels of subdivision, equal to the number of times it was subdivided plus one for the original level.
You can move back and forth between these subdivision levels as you model; if you need to make ‘large-scale’ changes to an object, such as raising a significant portion of the surface, you can do it at a lower subdivision level where the model’s polygons are relatively large (more of a ‘cage’) while fine details can be sculpted at a high subdivision level. In either case, changes will be propagated across all levels, so sculpting geometry at one level does not lose the work you’ve done at another level.
To understand the power of this ability, consider the following example. At a low subdivision level, you sculpt a polymesh plane so it appears as rolling hills. Then, at a high subdivision level, you add a “bumpiness” that gives the appearance of rocks, dirt, etc. But it then turns out that instead of rolling hills, you need a flat plain. What to do? Well, you go back to the low subdivision level and use the sculpting tools of ZBrush to smooth out the hills. Finally, when you return to the high subdivision level, you’ll find that all of the fine “bumpiness” detail is still there. That work wasn’t wasted!
Subdivision levels are also used to generate bump, displacement, and normal maps. Detail is added to an object at a very high subdivision level (possibly with many millions of polygons). That detail can then be compared against a lower subdivision version of the same model to generate a displacement or similar map. Once generated, that map can be taken to an external program and applied to the lower-poly-count model to give a detail effect almost indistinguishable from the high-level sculpting in ZBrush.
Example Workflow
An example workflow is as follows:
Smoothing UVs
If the Smooth UV switch is turned on then any UV coordinates will be smoothed when the next Divide or Edge Loop action is performed.
Subdivision controls
The Subdivision controls are in the Tool > Geometry sub-palette.
DOCUMENTATION
Transferring high polygon detail to a remeshed model
There will be times that you wish to retopologize your model while keeping all the detail that has been sculpted on the model. There are two approaches to achieve this. Choose the one that best fits your model:
Freeze Subdivision Levels
Note: The projection quality is controlled by the various settings in the Tool >> SubTool >> Project All UI group.
Advantage of this technique:
You are able to retain your subdivision levels and details with just a couple mouse clicks. This feature prioritizes your original polygon count over how many subdivision levels your model originally had. If your new topology has a very different polygon count compared to the original base subdivision level, your final model after using ZRemesher may have more or fewer subdivision levels.
Duplicating your SubTool
Note: It’s recommended that after each projection you turn off the detailed SubTool and check to ensure that you are happy with the projected results. If you aren’t satisfied, press Ctrl+Z to undo and then modify the Project All settings before projecting again.
Advantage of this technique:
By copying the detail one subdivision level at a time, you will have more control over the projected results. This process can be faster than the Freeze Subdivision Levels approach.
Remesh
Использование Remesh во вьюпорте.
Preserve (Сохранить):
Так же Remesh сшивает объекты вместе.
Сшивание объектов через Remesh
Quad Remesh
Quad remesh использует алгоритм Quadriflow для создания сетки на основе Quad с несколькими полюсами и краевыми петлями, соответствующими кривизне поверхности. Этот метод относительно медленный, но дает более качественный результат для окончательной топологии.
При нажатии на кнопку появляется меню.
Настройки Quad Remesh
Использование Quad Remesh (Оригинал)
Dyntopo
Изменение сетки при включении Dyntopo
При включении Dyntopo появится предупреждение, если есть настраиваемые данные (модификаторы, UV-развертка, vertex paint).
Предупреждение при включении Dyntopo
Использование Detail Size
Refine Method (Метод изменении топологии):
Использование кисти Simplify.
Multiresolution
Включение Optimal Display
Subdivisions (Подразделить):
Пример использования Unsubdivide
Shape (Форма):
Сначала выберите объект с соответствующей топологией, затем объект с Multires, на котором вы хотите изменить форму, и нажмите Reshape. На сложных объектах может вызывать артефакты.
Generate:
Применение Rebild Subdivisions
Advanced (Продвинутые):
Subdivision Type: Тип подразделения Catmull-Clark или Simple.
UV Smooth (Сглаживание UV):
Boundary Smooth (Граница сглаживания) (в 2.91):
DOCUMENTATION
Transpose Master is designed to help you pose a model that is composed of SubTools. It works by creating a low resolution combined mesh of all the SubTools which you can pose. The pose can then be transferred back to the original model.
The Transpose Master sub-palette is in the Zplugin palette.
Expert Tip!
Transpose Master works best with multiple subdivision levels and posing a low polygon mesh, rather than trying to use it on dense meshes with no lower subdivision levels, such as models created using Sculptris Pro. For dense meshes of this sort, it is best to create a low resolution mesh using ZRemesher, add sub-division levels and project the original detail, before using Transpose Master.
Controls
Transpose Master sub-palette in the Zplugin palette
TPoseMesh
Press the TPoseMesh button to create a combined mesh of all the SubTools of your model. You can then pose this combined mesh using the Transpose action line or ZSphere rigging (if the ZSphere Rig option was used) before transferring the pose to your original model using the TPose>SubT button.
Warning!
Make sure that no SubTools are partially hidden as this will mean the pose cannot be transferred properly and you will get a Vertex Mismatch error message.
It is best to avoid using the Gizmo3D modifiers to pose your model as the point order can be changed. As Transpose Master needs the point order to remain the same, this will result in destroyed subtools when transferring the pose.
TPose>SubT
After posing the combined mesh, pressing the TPose>SubT button will transfer the pose to the original model, updating each of the SubTools. If you want the pose transferred to a new 3D Layer then turn on the Layer option (see below).
ZSphere Rig
Turn on the ZSphere Rig option if you want to use ZSphere rigging to pose your model.
Turn on the Grps option if you want to preserve the existing polygroups for your model. If turned on, the existing polygroups for all SubTools will be preserved in the combined mesh. If turned off, the combined mesh will have one polygroup for each SubTool of the original model.
Layer
Turn on to create a new Layer for the transferred pose. If turned on, each SubTool will have a new 3D Layer created before the pose is transferred.
StoreTM Rig
The StoreTM Rig button will copy a ZSphere rig into memory. This is useful if you want to use a previously saved ZSphere rig. You would first load the rig into ZBrush, then with the rig selected in the Tool palette, press this button. Now select the new starting rig set up by Transpose Master and paste the copy using the PasteTM Rig button.
PasteTM Rig
The PasteTM Rig button will paste a ZSphere rig that has previously been copied using the StoreTM Rig button. When pasting a rig, any previous ZSphere arrangement is completely replaced.
Saving/Loading Transpose Master projects
From ZBrush 4R6, the Transpose Master data is saved with the ZBrush project (ZPR file), so simply save your work using the File>Save As button and load again using File>Open. Your model and poses will all be saved together.
Occasionally Transpose Master will produce an error by selecting the wrong model when trying to transfer the pose. This can happen when the project includes some of the parts that make up the model as well as the model itself. To avoid this it is good practice to start with a new project:
Be sure to save the project (ZPR) file so that the Transpose Master data is stored with your model and you can continue posing during a new ZBrush session.
DOCUMENTATION
Tool > Geometry sub-palette with sections closed
Tool>Geometry sub-palette default items
Lower Res
The Lower Subdivision Resolution button selects the next-lower-resolution mesh from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette. If this tool is a ZSphere object in Preview mode, use the Density slider in the Adaptive Skin sub-palette to determine the maximum mesh resolution.
Higher Res
The Higher Subdivision Resolution button selects the next-higher-resolution mesh from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette. If this tool is a ZSphere object in Preview mode, use the Density slider in the Adaptive Skin sub-palette to determine the maximum mesh resolution.
SDiv slider
The Subdivision Level slider selects the alternate mesh resolution. A value of 1 selects the lowest-resolution mesh. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette. If this tool is a ZSphere object in Preview mode, use the Density slider in the Adaptive Skin sub-palette to determine the maximum mesh resolution.
When dividing the mesh with smoothing active, the shape and placement of polygons in lower levels change. With the Cage button pressed, ZBrush recalculates the placement of the base vertices so the object conforms to its pre-divided shape. Before generating a displacement map for this object, the original low-res base mesh must be restored. If it cannot be recalled or imported, the Cage button provides a means of approximating it. The button is inactive when the highest-resolution mesh is selected.
Del Lower
The Delete Lower Subdivision Level button removes all lower-resolution meshes from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette.
Del Higher
The Delete Higher Subdivision Level button removes all higher-resolution meshes from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette.
Freeze SubDivision Levels
Freeze SubDivision Levels will preserve higher level detail when using DynaMesh.
Reconstruct Subdiv
The Reconstruct Subdivision button attempts to construct a lower-resolution mesh level from the current lowest level. If successful, the new mesh becomes level 1, and the current lowest level becomes level 2.
Convert BPR To Geo
The Convert BPR To Geo button will convert a BPR render result of MicroMesh or FiberMesh into actual geometry that can be sculpted.
Divide
The Divide button doubles the horizontal and vertical resolution of the current 3D tool. Each polygon along the object’s face becomes divided into four polygons — two wide and two high — thus quadrupling the number of polygons which make up the object.
If this object is a polymesh, and no portions of the mesh are masked or hidden, a new, higher alternate mesh resolution is added. You can switch between higher- and lower-resolution meshes and perform appropriate edit actions; ZBrush automatically applies the edits to lower- and higher-resolution meshes.
The Subdivide Smooth button determines how the mesh will be divided when the Divide button (left) is pressed. With the Subdivide Smooth button pressed, the mesh will be smoothed when divided.
The Smooth UV button, if pressed, determines that UV coordinates are smoothed when the next Divide or Edge Loop action is performed.
Dynamic Subdiv
Dynamic Subdivision controls
Changing the different parameters for Dynamic Subdivision can drastically change both the visual appearance of your model and the performance of ZBrush itself. The settings below will help you fine tune your use of Dynamic Subdivision to get the most out of the feature.
Dynamic
Dynamic mode enables Dynamic Subdivision mode for the current Tool or SubTool.
Remember that when first enabling this mode for a model it will not have any apparent effect until you adjust the QGrid, Flat Subdiv and/or Smooth Subdiv sliders to tell ZBrush which mode(s) you wish to use and how strongly.
Hotkey: D or Shift+D as a toggle.
Important!
Note:
As specified above, any Classic Subdivision levels override the use of these hotkeys for Dynamic Subdivision.
Apply
The Tool >> Geometry >> Dynamic Subdivision >> Apply function converts the model’s Dynamic Subdivision to Classic Subdivision.
This only generates multiple subdivision levels with Flat and/or Smooth modes, due to the fact that those algorithms are based on quadrangle. With QGrid (Quick Grid), using Apply will generate the appropriate geometry as Subdivision Level 1 with no additional levels.
These modes do work together, however, with QGrid being applied first and then followed by the other two. So if your model has settings of 1 QGrid, 1 Flat Subdivision and 3 Smooth Subdivision, using the Apply function will create a model with 5 subdivision levels. QGrid is created as the first subdivision level, followed by a level of Flat Subdivision and three more levels of Smooth Subdivision.
After clicking the Apply function, your model will appear to be unchanged due to the fact that Dynamic Subdivision is a WYSIWYG system. However, you will now have real high-resolution polygons with which to further refine and detail your mesh.
Important!
Note:
The values of the Dynamic Subdivision mode sliders are not reset by pressing the Apply button.
QGrid (Quick Grid)
The QGrid (QuickGrid) slider defines the number of grid-style subdivisions applied to the model. By default, it applies a uniform grid over the entire model. Each increment in the slider’s value quadruples the number of displayed polygons.
The QGrid function works in collaboration with the Coverage, Constant, Bevel and Chamfer options.
When Transform >> PolyFrame is enabled, the QGrid topology is visible but with less intensity than the base mesh topology.
Flat Subdivision and the QGrid Subdivision are based on the same algorithm except that QGrid can use extra options:
QGrid Coverage
The Coverage slider defines how the grid pattern subdivision is distributed across the surface:
While QGrid is active you can see the effect of the Coverage slider in real-time.
To observe an example of this, simply load a Tool >> Initialize >> QuickCube mesh, then set the QGrid slider to 1, the SmoothSubdivision slider to one and change the Coverage slider values. At 1, you will have a very rounded cube because the entire surface is being divided uniformly. As the value approaches 0 you will get sharper edges due to the fact that most of the polygons will be pushed to those areas. (The main surfaces of the cube will have fewer polygons, resulting in less smoothing and flatter sides.)
QGrid Constant
The Constant mode, when enabled, keeps the QGrid subdivision at a constant distance from the base mesh edges, providing uniform topology along these edges.
This setting is enabled by default as it is important to keep a constant radius along the edges when the QGrid Bevel and/or Chamfer modes are active.
QGrid Bevel
The Bevel mode moves the edges of the QGrid subdivision to produce a flat angle along the mesh’s edges.
The Coverage slider as well as the QGrid slider values impact the size and accuracy of this bevel.
QGrid Chamfer
The Chamfer is similar to Bevel in that it operates along the mesh’s edges. However, the edges will be more rounded.
The Coverage slider as well as the QGrid slider values will have an impact on the size and accuracy of the Chamfer.
Flat Subdivision
The Flat Subdivision slider defines the number of grid-style subdivisions applied to the model. It creates a uniform grid across the model’s surface. Each increment in the slider value multiplies the number of rendered polygons by four but no actual smoothing is applied to the surface.
(This is similar to turning off Smt before using Divide with Classic Subdivision.)
Because Flat subdivision does not smooth the surface, it doesn’t make use of the QGrid options described above. The subdivided shape is almost identical to using QGrid with Constant, Bevel and Chamfer all set to 0, except that the polygons will be distributed uniformly.
Smooth Subdivision
The Smooth Subdivision slider defines the number of standard subdivisions being dynamically applied to the model. It applies the same Catmull-Clark subdivision smoothing over the model that you would get using Tool >> Geometry >> Divide. However, these subdivisions are dynamic and display virtual geometry rather than actually creating new sculptable polygons. Each increment in the slider’s value by one will divide the number of polygons by four.
For tech buffs, Catmull-Clark Subdivision splits each quadrangle into four new polygons and uniformly smooths the resulting surface. Triangles are split into three quads and the surface is not smoothed. A model with both tris and quads will be partially smoothed with the first subdivision (wherever the original quads are to be found) and fully smoothed with the second subdivision.
EdgeLoop
Tool>Geometry>Edge Loop section
Edgeloop Masked Border
When the Edgeloop Masked Border button is pressed ZBrush will slide the masked portion of the surface and create a new polygroup. This would be like using the Slice Curve around your mask.
Edge Loop
When a portion of the mesh is hidden, the Extrude Edge Loop button adds polygons to the edge of the visible mesh’s edges by dividing the polygons which lie along its border. If any points are moved after hiding the mesh portion, the Extrude Edge Loop button only adds polygons between new points’ locations and their old ones. Depending on the settings of the Inner Regroup and Outer Regroup buttons, these new polygons can be assigned a new color-coded group ID, or can be incorporated into the existing group(s).
Crisp
The Crisper Extrude button affects the way the Extrude Edge Loop button divides the edge polygons. When pressed, polygons are divided nearer the outer rim of the visible mesh. When the mesh is divided with smoothing active, this rim provides a crisp corner transition.
The Displace Amount slider determines by how much the visible groups are extruded (pushed out from the object’s center) when the Extrude Edge Loop button is pressed. If this slider is set to 0, edge polygons are added but no extrusion takes place.
GroupsLoops
The GroupsLoops button will add edge loops around all polygroups. The number of loops is determined by the Loops slider. GroupsLoops can only be used with a model with no subdivision levels.
Loops
Set the Loops slider to the number of edge loops that you want around each polygroup when using the GroupsLoops button.
GPolish
The GPolish slider controls the amount of polish applied to the surface when GroupsLoops is pressed.
Triangles
Turn on Triangles to allow triangles to be used in the resulting mesh when the GroupsLoops button is pressed.
Panel Loops
When the Panel Loops button is pressed ZBrush will convert your existing model into a set of separate surfaces with thickness (panels). These panels will be defined by the polygroups or visible polygons. Various settings alter the final result.
Loops
Each panel has an inner and an outer surface connected by a bridging strip. The Loops slider determines how many loops will used in that bridge. The more complex the bevel shape defined in the Bevel Profile curve (see below) the more loops will be needed to accurately create the bevel. Bear in mind that each loop will increase the polygon count.
Double
When the Double option is turned on panels will be created with front and back surfaces. This is on by default.
When Double is turned off, the panels are created as bevelled sections on the original surface, not separate pieces of geometry.
Append
When the Append option is turned on, ZBrush does not replace the original polygroup and surface when creating the Panel Loop but adds the new panel as a separate piece on top. This is very similar to the Tool > SubTool > Extract function, except for the bevel options possible with Panel Loops.
Note that if Double is turned off then the new panels created will be open surfaces not closed volumes.
Inner
With the Inner option turned on the panels will be created inside the model rather than outside.
The difference between Inner and a negative Elevation setting is in the direction of the bevel shape relative to the original surface.
Thickness
The Thickness slider defines the thickness of each panel, as well as affecting the distance between the panels.
The Bevel Profile curve can also have an effect on the panel cap. If the curve is closer to the bottom of the graph, the cap between each panel will be enlarged.
Polish
The Polish slider affects the amount of polish applied to the panels, especially at the polygroup borders, so as to create smooth edges.
Polish has two different options and you can switch between them by clicking the small circle at the right side of the slider.
An open circle will reduce the over all smoothing. This may create some overlapping where the bevels meet but this can be smoothed later with Polish By Feature (in the Tool > Deformation sub-palette). It may also produce sharp points where three or more panels meet.
A closed circle will result in all polygroup borders being rounded.
Ignore Groups
If only a portion of the mesh is visible and the Ignore Groups is turned on, only the visible polygroups will be used for the Panel Loops process. The advantage of this would be if you wanted to create additional panel pieces caross an already created panel and not have ZBrush create panels for every polygroup.
Regroup Panels
When enabled, the new panels will be assigned a new PolyGroup.
Regroup Loops
When enabled, all loops will be assigned the same PolyGroup without affecting the mesh’s original PolyGroups.
Bevel
The Bevel slider defines the size or amount of bevel on the bridging strip between the panel front and back surfaces.
Elevation
The Elevation slider defines the height of the panel relative to the original surface, letting you specify whether the panels will be raised above or submerged below the surface. A positive setting will result in panels above the surface; a negative setting will result in panels below the surface.
The Thickness and the Bevel settings are related. Having a high value for one and a low value for the other can create unexpected results. For example, if the thickness is set very low setting the bevel to a high value may result in overlapping polygons.
Bevel Profile
The Bevel Profile curve defines the shape of the bevel that is created along the bridging strip between the inner and outer surfaces of each panel.
The left side of the curve is where the bevel connects to the existing surface, while the right side is its outermost edge. The height variations of the curve then define the shape of the bevel cross-section.
The height of the curve controls whether the bevels on adjoining panels will meet or overlap. If no part of the curve goes above the midpoint then the panels will not meet. The more the bevel profile goes above the midpoint, the more the adjoining panel bevels will overlap, and appear to be connected.
Delete Loops
The Delete Loops function analyses the mesh to find edge loops that are not needed for maintaining the general shape of the mesh. It then deletes those loops based on the settings.
Delete Loops uses the curvature of the surface in its calculations and ignores edge loops at mesh borders.
Areas can be masked or partialy masked so as to protect parts of the mesh or modulate the results.
Angle
The Angle slider defines the angle tolerance of the deleted loops. Low values will remove a minimum of loops, keeping the curvature close to the original, while higher values will be more destructive.
Aspect Ratio
The Aspect Ratio slider defines the maximum relative width and height ratio allowed for each new polygon created by the Delete Loops feature. For example, a setting of 4 would mean that a polygon’s height could be no more than four times its width, regardless of the Angle setting.
In other words, ZBrush will first analyse the mesh based on the Angle setting to determine where loops can be removed. It will then check to make sure that the new polygons created by removal of a loop will not exceed the Aspect Ratio setting. If they do not, the edge loop will be removed; if they do, the edge loop will be kept.
Align Loops
The Align Loops function is similar to Delete Loops, except no edge loops are removed. The mesh is analysed in the same way but instead of deleting loops, the topology is adjusted so that the resulting shape is exactly as if the Delete Loops button had been pressed.
Because Align Loops does not alter the number of polygons, you can store a Morph Target first, and then restore parts of the original mesh using the Morph brush, with interesting results.
Partial
Partial mode allows Delete Loops to analyse partial as well as complete loops. For example, a DynaMesh will often produce partial loops where the ends do not meet; this option allows Delete Loops to work with such a mesh.
Groups
With the Groups option turned on, ZBrush will ignore edge loops that define polygroup boundaries.
Crease
Crease
The Crease button adds a tag to the edges of a partially-hidden mesh. When the mesh is subdivided and smoothing is performed, these edges are protected from smoothing. The tag is visible in Polyframes-view mode, as a dotted line which runs along one side of an edge. Creases can be defined on one or both sides of the edge, providing a crease which is partially rounded or not at all. When Crease tags are assigned to the edges of an open mesh (such as a plane object), they protect the edges from shrinking inward when smoothing is performed. Creases are similar to Crisp edge loops, but create hard corners without changing the polygon count in the mesh before subdividing.
Shift-clicking this button assigns Crease tags to the edges of all polygons in the visible mesh portion(s).
Crease All
The Crease All button will crease all edges for the selected mesh.
CTolerance
Crease Edges Tolerance (in degrees).
CreaseLvl
The Crease Level slider works in conjunction with the Crease function and the smoothing which occurs when meshes are subdivided. It determines the maximum number of subdivision-levels in which Crease tags are effective. For example, if this slider is set to 2, Crease tags yield hard corners only in the first two subdivided levels (levels 2 and 3). When the mesh is subdivided to form higher levels, these corners are smoothed. The result is slight rounding in these corners, determined by the resolution of the higher levels.
This slider can be adjusted after subdividing to form multiple levels. If you switch to the lowest resolution (level 1), then adjust this slider, then switch to higher levels, these changes are propogated through the levels appropriately.
Uncrease
The UnCrease button removes Crease tags assigned by the Crease button, from the edges of the visible mesh portion(s).
Uncrease All
The UnCrease All button will remove all creases from the selected mesh.
Crease PG
The Crease PG button will crease the eges of all polygroups.
Uncrease PG
The UnCrease PG button will uncrease the edges of all polygroups. Creasing inside the polygroup borders will not be affected.
Bevel
The Bevel button will apply a bevel to creased edges. The bevel can be adjusted using the settings described below.
PropWidth
When turned on, the Proportional Width option will maintain a constant bevel width when a bevel is applied to creased edges.
Resolution
The Resolution slider determines the number of edge loops that will be created when a bevel is applied to creased edges.
Bevel Width
The Bevel Width slider controls the width of the bevel when a bevel is applied to creased edges..
ShadowBox 
ShadowBox
The ShadowBox button will establish a three sided box that will allow masking on all three planes. By masking out one or all three planes ShadowBox will create a mesh where every there is a mask. If more then one plane is masked then ShadowBox will create a mesh where the masking intersects.
The Resolution of the ShadowBox is controlled by the Resolution next to the Remesh All button. The Resolution must be set before clicking on the ShadowBox button. Remember the higher the resolution the more dense level one of the output mesh will be. By turning on Transparency with Ghost, features such as Radial Symmetry or creating holes in the mesh will be possible.
Shadow Box resolution.
Polish
Clay Polish
ClayPolish
ClayPolish is a post-process operation which alters the topological structure of your model and moves its edges based on various settings. It has the effect of polishing the surface while sharping and cleaning the angles. It can also create special effects on the model edges.
It can easily simulate the feeling of clay or other raw materials. It can also clean the visual aspect of your model; especially when combined with DynaMesh.
Using ClayPolish is simple: enter your desired settings and then press the ClayPolish button. The feature works with both PolyMesh3D and DynaMesh surfaces. In fact, DynaMesh’s “Polish” mode will automatically apply ClayPolish each time the topology is updated.
The Max Angle slider defines the surface angle at which ZBrush will apply polish. For example, the default angle is set at 25. This means that any portion of a mesh that has an angle higher than 25 degrees will be smoothed.
Sharp
The Sharpness slider controls the intensity of the overall sharpness that is applied to the angles during the polish cycle. This can result in a significant surface change. This slider will also work in conjunction with the RSharp slider explained below.
The Softness slider controls the intensity of the overall softness that is applied to the mesh surface during the polish cycle. This will give more of a smooth transition across the mesh when its value is increased. This slider will also work in conjunction with the RSoft slider explained below.
RShar and RSoft
These sliders specify the number of times to repeat the sharpening or softening effects defined by the Sharpness and Softness settings. For example, a lower softness effect applied multiple times will have a different result than you’d get with a single softness application at high strength.
The Edge Contrast slider can be given positive or negative values. Positive settings will inflate the polygons along the edges of the model while a negative setting will deflate these polygons.
Surface
Surface Contrast behaves in a manner similar to Edge Contrast but affects the surfaces between the edges. Positive values inflate these surfaces while negative values deflate them.
Dynamesh
Dynamesh
Turns on Dynamesh for the selected SubTool, remeshing for the first time. Dynamesh is a remeshing operation that creates new topology for your model. The topology is primarily composed of evenly distributed quads, optimized for sculpting. At any point during sculpting (and as often as you wish), simply hold CTRL and drag on an open area of the canvas. ZBrush will instantly retopologize your model to restore a uniform geometry distribution. Even if you have stretched geometry to extreme measures, the result will be a uniform mesh that you can easily continue sculpting.
Group
When enabled, any DynaMesh with multiple PolyGroups will be split into separate pieces. It will still be kept as one SubTool.
Polish
When enabled, this option applies the various ClayPolish settings (see above) each time you update the DynaMesh. This is meant to smooth sharp corners.
Applies a smoothing effect to the DynaMesh when Project is enabled. A low value generates a small amount of smoothness while a high value will smooth all major details on the model.
Project
When enabled, the current details of the model will be projected onto the DynaMesh automatically. This can be useful when converting a polymesh with existing details to a DynaMesh. Remember that the Resolution setting will play a big part in the amount of detail that can be retained.
Resolution
Defines the Resolution of the DynaMesh, controlling the overall polygon density of the model. A low value will create a low resolution mesh with a low polygon count, while using a higher value will create a high resolution mesh that will retain more details at the cost of a higher polygon count. A low resolution DynaMesh will update faster while a high resolution one will take more time to update.
By default, all new inserted elements will be Additive meshes. This means that when doing the remesh operation, the inserted items will be merged as one element with the original DynaMesh.
When holding the Alt key while inserting a mesh, ZBrush will consider it to be a Subtractive (negative) mesh. This means that when the remesh is completed, the inserted mesh will be removed from the previous mesh and create holes. The result is similar to a subtraction Boolean operation, but without the messy polygons usually associated with Booleans.
You can insert multiple meshes and add or subtract them all at once via a single remesh operation. You can even mix additive and subtractive meshes, creating different combinations at once.
When inserting a subtractive mesh (see Sub action) on top of a additive mesh (see Add action), the remesh action will create geometry only where the two meshes intersect each other. All other geometry will be removed. This operation is very similar to the SubTool Remesh intersection option.
Create Shell
You can create an internal thickness within any DynaMesh by first inserting a negative mesh (Sub). Clicking the Create Shell button will then place a hole where the Insert brush was used and an internal thickness will be added to the whole DynaMesh. The Thickness slider (below) will let you change the size of the thickness, which is inward from the mesh surface. (In other words, it will be inside the model rather than inflating the surface.) This tool is perfect for people who wish print their models in 3D as it will reduce the amount of material for printing and so reduce costs.
If you do not wish to have a hole when Create Shell button is pressed make sure to move the negative inserted mesh away from the mesh before remeshing. It will then be ignored when creating the shell.
Thickness
Defines the thickness of the shell in relation to the resolution of the DynaMesh.