ZBrushCentral

Tpose_Master issue with speed

I am having Difficulty with the timing sinking when ever I move my Skeleton for my character via Tpose Master. I know this is a faster way to rigg your character but every time I move an arm or a leg it takes roughly about 3-4mins to load then move inch by inch or less. how do you speed this up? I also have active 12+ sub-tools that make up my model.

My system is Alienware with;
Processor Intel(R) Core™ i7-10700KF CPU @ 3.80GHz, 3792 Mhz, 8 Core(s), 16 Logical Processor(s), Installed Physical Memory (RAM) 32.0 GB, Total Physical Memory 31.8 GB, Available Physical Memory 17.0 GB, Total Virtual Memory 42.8 GB, Available Virtual Memory 15.0 GB.

Any help or advice would be most appreciated. Also before I forget my model started at over 836 million polygons before I used the Zplugin Tpose-Master tool. This may have something to do with it… but then that would mean I would have to reduce the polygon count of all subtools. if that is the case any advice on how to reduce polygon count on all subtools as a whole instead of individual?

Hello @ArtistGuru ,

Yes. The mesh on display in the screenshot is far too high in polycount to work well with any posing operations in ZBrush. You can expect it to perform poorly and for the surface to easily distort.


The problem here is probably the lack of subdivision levels. When subdivision levels are present Transpose Master automatically creates a new merged tool at the lowest subdivision levels. That mesh can be posed much more easily, and then the changes are transferred back to the original multi-resolution subtools at the highest level of subdivision.

Transitioning to a multi resolution mesh is an important late stage step in many workflows. This is typically required for the best results when posing, sculpting ultra high-res detail, painting, unwrapping, or creating textures for a model. If you intend to do any of these things you will have the best results if your model has been subdivided up from clean, well distributed low poly quad topology, with polygons as close to square shaped as possible.

The traditional process for converting to a multi resolution model is to use ZRemesher or otherwise retopologize the model into low poly form, then project the detail from the original high res mesh onto the new one using one of the various methods.

New in ZBrush 2023.1 is also the Proxy Pose feature which provides an alternative in some situations. The feature creates a low poly control mesh with a mathematical relationship to the high res mesh. This allows meshes that are otherwise unsuitable for the posing process to be quickly posed on the fly by proxy. However a multi resolution mesh is still the best way to go if you also intend to do any of the other things I mentioned.


I hope this was helpful :slight_smile: