Vikki
07-21-02, 01:56 PM
I'm new to head modeling and was following tutorials in Quicklinks to learn. Then I was taught about low poly heads. Low poly heads are great and will work for most stuff that I've done but there are times when you need more poly count in certain areas for several reasons, but the one I find it most useful for is painting directly on the mesh, say in the lip and eye areas.
Dividing a mesh a lot can sometimes make the mesh so dense that it slows Zbrush down a bit. After reading a post earlier and I apologize I don't remember who explained the technique, maybe Hanuman, I tried some experiements with some heads.
I shaped my heads and divided as necessary for the eyes nose, mouth and ears. Then with the head in edit mode I masked the back of the head and inverted the selection. In the Tools>Modifiers>Deformation Palette I used the Optimize tool. You can watch the poly count reduce by mousing over the icon of the tool you are modifying in the Tools palette.
You can apply optimize more than once to the same area. I only do it until I just see the mesh count is getting too low and the ctrl-z to put it back to the last action.
Anyway, it gives a much lower poly head while still being able to have the dense poly needed for those certain areas that just have to have higher poly counts. :D
Anyway, just thought I'd pass that along. Don't know if it's here anywhere. I didn't come across it in my wanderings. :D
Dividing a mesh a lot can sometimes make the mesh so dense that it slows Zbrush down a bit. After reading a post earlier and I apologize I don't remember who explained the technique, maybe Hanuman, I tried some experiements with some heads.
I shaped my heads and divided as necessary for the eyes nose, mouth and ears. Then with the head in edit mode I masked the back of the head and inverted the selection. In the Tools>Modifiers>Deformation Palette I used the Optimize tool. You can watch the poly count reduce by mousing over the icon of the tool you are modifying in the Tools palette.
You can apply optimize more than once to the same area. I only do it until I just see the mesh count is getting too low and the ctrl-z to put it back to the last action.
Anyway, it gives a much lower poly head while still being able to have the dense poly needed for those certain areas that just have to have higher poly counts. :D
Anyway, just thought I'd pass that along. Don't know if it's here anywhere. I didn't come across it in my wanderings. :D