Bullet... That happens when, as dave is saying, when you export geometry from maya to zbrush and the edge flow isnt very good. The verts are merged in maya, but because I created the torso and arms from primitive cylinders, where those cylinders had 10 sides but just one face on the end, that face was therefore 10 sided. Zbrush likes 3 or 4 sided faces, and does things like what you see in the picture to faces with more.
Dave, you are helping, and thankyou. I put the mesh into z as a test, just for this kind of reason. The bits on the arm and torso I can live with as I am thinking of having them out of shot or underwater. I didnt check for 5+ sided faces, so perhaps youre right and that is what is causing the problem. Im of the mind now where I dont want to go back for fear of producing worse results next time around. Ill check my base mesh tomorrow and see if I can find any offending geometry. I will also check for potential 'spikers'. I know what you mean, I had that problem at the very tip of the tail on the dragon in my dragon market picture.
Last edited by ben hobden; 18-08-2010 at 11:41 PM.