ZBrushCentral

Make finer details, resolution on mesh?

I’ve tried to fiddle around making finer details such as scales on a character, but I’m not satisfied with the resolution I get. I’m already up at 12 milllion polys and this is the result. Sure this is a test using the rhino from pixologic, but my character would be a single mesh anyway so there has to be a way to make this look good.

I tested the bumbviewer material aswell since that would produce a texture for me, but seems it’s also influenced by the amount of polys, like polypainting? I don’t get it and I need help now understanding it and to get my details showing at good res.

rhino.jpg

With ZBrush 3.5 R3 you are now able to get HD details into a map for export. This is applicable to polypaint as well as to normal or displacement maps.

You’re at the limit for what will be possible with standard subdivision levels, as another division would top 48 million polygons. But you can use HD sculpting (and polypainting) instead which can go as high as 1 billion polygons.

Keep in mind, however, that you’re either going to need to create 8K maps to hold all that detail or your model will need to be laid out with multiple UV shells so that it can use multiple maps. (A 4K map will hold 10-12 million polygons of detail, depending on UV’s. Even an 8K map is maxed at 64 million, but with wasted UV space means only about 50-55 million pixels are useful.) If you’re going to go the multi-map route, then you’re also going to need to split the model into multiple SubTools; one for each map. And in that case you will usually be able to divide at least one more time.

Thank you very much. Very good explanation.