ZBrushCentral

Topology/Optimizing Help

Hello! This is my first official post on these forums, but have been a follower since version 1 of zbrush. I just finally started trying to take my zbrush sculpts to a level where I can give them to someone to animate them and I am running into a few snags. I work primarily in Cinema 4D and mostly do sculpts in zbrush on the side as a tool, so I know most 3D terminology but when it comes to some things in Zbrush I get a bit confused.

Basically I have a model of a creature I am sculpting, that I would like to send to an animator who will then put it in cinema 4D, rig it, and do some basic animations with it. (not full walk cycles or anything but some simple arm/body/head movements). I have separated the models body/head into separate sub tools and have them both around 2-4 million polys. Basically I am now at a point where my model is causing my machine to beach ball every time I do anything with him. (for reference I run a 8 core mac pro, 16gb of RAM, OSX lion, and a ATI Radeon 5870 HD 1gb card)

When I turn on polyframe mode I get this… which isnt pretty at all, and is almost guaranteed what is causing my issues. The polygons are overlapping, facing odd directions, and are way to condensed. I understand what I will probably have to do is re-topologize the model and clean up the model into better geometry and probably (for performance reasons) separate the model into smaller subtools/polygroups. I pasted a picture below of the model in its current form. What I am concerned with is that I did something wrong along the way and possibly need to redo parts of the body to make this work? I would basically like to keep most of the current detail but re-project the topology somehow, but really am lost on where to start… I tried watching some of the classroom videos but am not quite sure which route to take… Qremesher? Reproject? Decimation tool? I posted some pics of the model below for reference. Also note that I saved different versions of the model before I made all the drastic changes that are happening now so I can always revert back if needed. Thanks for reading through this, and hopefully I can get pointed in the right direction!

Attachments

Sentian_issue_1.jpg

Sentian_issue_2.jpg

9.19_sentian_skinny_FINAL_00000.jpg

Well since I posted this… (took a while since I am a new member) I think I might have figured out how to resolve my issue. I did a dynamesh of the model with a higher resolution so it kept most of the details, then cloned the model, and followed up with doing a low resolution qremesher. I then did a “project all” of the high res dynamesh clone back onto 3 subdivision levels of the model and its now sitting around 700k poly’s compared to the mess of 6mil or so that it was before…

below is a pic that has the highest subdivision level on the left and the lowest on the right… it looks way cleaner, but am still wondering if its safe to use for simple animations? Also I am wondering if there is a certain “magic number” of poly’s to not go over when a model will be used for animation… or any other things I might run into issues with. Hopefully I am not just rambling here and someone sort of gets where I am coming from haha.

Sentian_topo.jpg