Quick Guide: “Painting” Geometry Resolution in ZBrush
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Quick Guide: "Painting" Geometry Resolution in ZBrush
18 September, 2017
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Here is a super useful tip for ZBrush users from Pablo Munoz G.

Ok, here it is: You hold ‘Ctrl’ and start masking an area of your model. Just before you let go to finish your mask, hold ‘Shift’ and release the click. When you finish, check your wireframe (Shift ‘F’).

Here is how this trick works:

painting_geometry_resolution_the-good

NOTE: This won’t work if you already have subdivision level

You can achieve the same result by masking an area, inverting it and simply use the good old ‘Ctrl+D’ shortcut to subdivide. When you perform this action, with a portion of your model masked, ZBrush will only subdivide the unmasked area.

painting_geometry_resolution_the-bad

Also, you can do the same thing by hiding an area of your model and use the subdivide shortcut again. ZBrush will subdivide only the visible part:

painting_geometry_resolution_the-ugly

So, you probably already knew about this feature, but the ‘Ctrl+Shift+release-click’ trick to add geometry is a hidden gem. It might not be the cleanest of processes, but it certainly is a fast way to add more polygons just when and where you need them.

Make sure to read about the good, the bad and the ugly side of the trick here

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1 Comment on "Quick Guide: “Painting” Geometry Resolution in ZBrush"

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Moose
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Moose

funny enough, I learned all this yesterday when a small part of my mesh was 2.5m polys, and i was wondering why I couldn’t up the resolution for another part.

Yes. I’m a newb

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