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[Image,"Images/MultiRes.jpg"]
/*zscript:&root/ZScripts/MultiRes/MultiRes.zsc|Multi-Res Modeling*/
/*zscript:&root/ZScripts/DispMap/DispMap.zsc|Displacement Mapping Tutorial*/
/*zscript:&root/ZScripts/VariablePFO/VariablePFO.zsc|Variable Polyframe Opacity*/
/*title_start*/Sculpting with Multiple Resolutions/*title_end*/
/*text_start*/ZBrush provides a number of ways to work with an object in multiple resolutions.

This process enables you to first define a volume which is the object's rough shape blocked out, then switch to a higher resolution which adds polygons by subdividing. Usually the object is smoothed when subdivided. The subdivided mesh is sometimes called a 'derived surface' because it's derived from the initial volume.

The most powerful and multi-faceted way to apply this technique is \C020202Polymesh Multi-Resolution Levels.\C484848 Using this method, a polymesh can be subdivided a number of times, each time doubling the resolution and defining a new, higher level. You can switch between levels, and sculpting changes to one are transferred to all the others.

By default, the object is smoothed when subdivided. When smoothed, the corners are rounded as if you were sanding a block of wood. Also, just as when sanding wood, the higher subdivided level is smaller.

Furthermore, this technique enables you to create displacement maps and normal maps; ZBrush compares high-level details and creates a map for the lowest level.

Another technique is \C020202ZSphere modeling.\C484848 While ZSphere models are unskinned, or 'live', meshes can be previewed and manipulated in many resolutions. This base model can be posed, then multiple meshes (in any resolution) can be generated from each pose.

ZSphere models can also be converted to polymeshes with multi-resolution levels already in place, ready for sculpting. When multiple levels are converted from ZSphere models, a slightly different method of subdividing is performed so the higher subdivisions are not smaller.

Another technique is working with \C020202Primitives.\C484848 Primitives can be initialized at a wide range of resolutions. After modeling, they can be subdivided or optimized. This is often a good way to create a rough, low-resolution volume, which can then be converted to a polymesh and edited as above.
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