What is your regulates Moi--> ZBrush
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 From:  Frenchy Pilou (PILOU)
804.34 In reply to 804.33 
It's the same problem than Olga: at the first dividing if I don't separate Top and Botom there are crash lines!

Else I have no problem for make deformation or any else transformation :)

Here some sculpt and grid texture Transparent apply (*15 H&V) on the divided mesh above

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 From:  Michael Gibson
804.35 In reply to 804.34 
Hi Pilou, what are "crash lines" ? You mean some spikes that kind of shoot across the model?

I saw those too if using the "Smt" modifier, looks like it may be a bug in ZBrush.

To solve it turn the "Smt" modifier off before you do the divide.

- Michael
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 From:  Frenchy Pilou (PILOU)
804.36 In reply to 804.35 
Aaaaaaaaaah!
"With SMT Button pressed mesh will be Smoothed then Divided"
Forgot this damned button (that arrive with this Boeing's Interface :)
All is fine! :)
So export from moi to Zbrush is cool in OBJ format for some crazzy sculptures

PS So my trick was useful but unnecessary :)

"With SMT Button pressed mesh will be Smoothed then Divided"

EDITED: 3 Oct 2008 by PILOU

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 From:  Michael Gibson
804.37 In reply to 804.36 
Hi Pilou,

> "With SMT Button pressed mesh will be Smoothed then Divided"

Yes - it looks like ZBrush has some kind of bug in the smoothing process, looks like it may have to do with processing polygons that have a high valence vertex in them. That's a vertex that has a large number of edges radiating out from it, which is the case in pole points like that.

Vertices with a high valence can have some difficulties in certain smooth subdivision schemes.

So turning off the smoothing process avoids the problem in ZBrush.

- Michael
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 From:  bisenberger
804.38 
Very informative thread.

In ZBrush if you turn on Polyframe while using Dynamesh you can see that the mesh is made up of quads and triangles.



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 From:  bisenberger
804.39 
Here's a cutlass made in MoI and imported into ZBrush using the method previously outlined.
MoI




ZBrush

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 From:  bisenberger
804.40 In reply to 804.12 
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 From:  bisenberger
804.41 
This method is also excellent for bringing MoI models into 3D-Coat for voxel sculpting!

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