What is your regulates Moi--> ZBrush
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 From:  Michael Gibson
804.32 In reply to 804.31 
Hi Pilou,

> But I will like to know how Michael divide without the Pole problem?

I'm sorry I'm not quite sure which problem you are mentioning - is it the problem with the pole of the sphere in the original message of this thread?

If I export a sphere with "Weld vertices along edges" enabled, there is no divide problem at the pole of the sphere, if you export without welding enabled then there will be that problem.

- Michael
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 From:  Michael Gibson
804.33 In reply to 804.31 
Also Pilou, I would recommend dividing to a smaller and finer level of polygons when you export from MoI as I showed in that previous message. To do that, use the "Divide larger than" setting and also switch the dropdown to "All" to apply it to all surfaces, both planar and curved.

You will probably want to divide it to a pretty fine level in MoI first because that will help to preserve more of the curved shape of the object, since when MoI adds polygons each new point added will be along the true original NURBS surface. Then you may want to subdivide perhaps just one time in Zbrush with the smooth option off.

If you make a much rougher version out of MoI and then try to subdivide in ZBrush with smoothing off, the original rough polygon structure will be more apparent in your model.

- Michael
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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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