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ZBrush® Character Creation: Advanced Digital Sculpting, Second Edition by Scott Spencer

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Common Problems When Moving into Maya

When you’re preparing a model for sculpting and displacement extraction in ZBrush, the mesh needs to be clean. By clean, I mean it should consist of all quads (or at least nearly all quads). Avoid triangles, poles (points where five edges or more meet), and n-gons (faces with more than four vertices). If you find you must have a triangle, hide it in an inconspicuous area. Triangles and n-gons may cause artifacts at render time. You also want to ensure your vertices are all welded and that there are no nonmanifold or lamina faces. You can resolve all of these mesh issues by using the cleanup tool. Follow these steps before you start sculpting on the model as they will potentially alter the vertex order of ...

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