View Full Version : Mesh glitching at pole

05 May 2009, 08:01 PM
Hey, got zBrush today and have been playing around with it... I started trying to sculpt a skull out of a sphere, but I now seem to be running into a nasty little issue at the poles.

Is there any way to fix this at this point, or is this a 'lessons learned' moment where I should have started with some other primitive type to sculpt from?

05 May 2009, 08:53 PM
You could retopologise the mesh to remove the pole. Just google "zbrush retopology tutorial" to get a number of video tutorials.

Topology:_Mesh_Editing (


05 May 2009, 09:16 PM
Use the flatten brush.

05 May 2009, 07:22 AM
this is a bug w/ 3.1, the flatten brush is the only way to get rid of it. happens when you smooth over a pole. I've heard that it's fixed in 3.12, but I'm not a mac user so I can't verify that.

05 May 2009, 07:32 PM
its not a bug its just way to many verts coliding with long stretching.
simply use a polysphere to avoid this

05 May 2009, 01:27 PM
did you start the skull from a sphere ?

i notice in ZBRush even the cube primitive has triangular poly's at the poles.

one workaround is to use primitives imported from another program, e.g. a Max cube will just be subdivided into a bunch of square poly's - with no bunching at the poles.

i went ahead & played with this some more. i used a sphere with 24 divisions and re-meshed the top part where there is bunching. (

i don't want to load the page up with screen captures, this is a link to the same object with fewer subdivs (, that shows how it was re-meshed.

06 June 2009, 11:39 PM
polysphere hasnt ^^
your tool will be a bit of a struggle. polysphere is simply a cube divided

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06 June 2009, 11:39 PM
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