ZBrushCentral

Good from far... FAR from Good

Ok… so excuse the NEWB-ness. I’ve got a little bit of a question that could use general workflow advice. I’ve been modeling a monster concept for an independent film, and I did a rough pass at the skin detail… however… with a model at 12mil points I still have a pretty pixelated sculpt. So when taking it into substance painter to do cavity mapping for texture detail it looks: Good from Far, but Far from Good. Should I be sculpting skin details at a model with 4x the resolution? or… break it up… or… I don’t know the best workflow. There will be needed close up shots in the film, so I don’t want to hold back on detail here.
CavityMap PNG

Kogg_Wide

Any help on a good workflow process would be awesome! Thanks so much!

Hi @BattleBoston

HD Geometry is generally how you’d go about adding ultra fine surface detail to a mesh that can no longer be comfortably subdivided on your system.

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I had a feeling this what almost a single button solution… only been learning zbursh for the better part do a year and a half, so thanks for pointing out the obvious.

Well, it’s not a single button solution, even if my short reply made it seem so. HD Geo is more complicated to work with, and you want to make sure you’ve exhausted the limits of what good topological discipline (delivering more polygons to high detail surfaces and away from low detail areas at the base level of geometry, and splitting off any meshes that can logically be split into subtools) can achieve first. Poorly optimized topology at the base level will start to severely impact your detail potential after 5 or 6 subdivisions.