ZBrushCentral

Full body human poly count?

I have just got one question, if you would cut the head, hands and maybe feet off the body so you can subdivide those parts by themselves for better detail without ending up with a 60 million polygon mesh. At the seam at which the head cuts off from the body, would you have to avoid that area to not mess up the neck, what if you want to work at the neck? It’s not a huge problem to avoid the seam but it’s a nuisance for sure, a grind in my gears. Something you’ve just got to live with or is there some trick to deal with this problem?

Instead of splitting the mesh you could simply increase the polygon density for those areas where you need it:

  1. If you’ve got subdivision levels then press Tool>Geometry>Freeze Subdivision Levels.
  2. Mask those areas that you don’t want to have extra polygons.
  3. Subdivide to increase the density to what you want.
  4. Press Tool>Geometry>Freeze Subdivision Levels again to unfreeze the levels. Your model will be masked so Ctrl+drag the background to clear.

If you want to split the mesh into separate subtools then creasing the joins will help preserve them when subdividing, though you will still need to avoid them when sculpting. The only way to work across the seams is for the parts to be a single subtool.

I didn’t know you could subdivide just parts of a model, thanks a lot! Heh 78 min to reproject the detail onto the face. -_-

What difference makes simply go to the lower subdivision, mask and subdivide instead using the freeze subdivision method? It seems similar to me.

Perhaps there’s no difference but it may be safer to freeze the subdivision levels.