2022-04-18T07:00:00Z
Hello, thank you for taking time to look at my problem.
So this is my first time with transpose master using Zspheres and well… take a look at the picture. Its doing something], ehm unexpected. Any idea what I’m doing wrong?
2022-04-18T07:00:00Z
Hello, thank you for taking time to look at my problem.
So this is my first time with transpose master using Zspheres and well… take a look at the picture. Its doing something], ehm unexpected. Any idea what I’m doing wrong?
That is a result of your mesh being too dense. For posing, zsphere armatures work best on low poly meshes. You will have to reduce your mesh resolution by using a lower subdivision level. You can still preview a higher resolution while posing on a lower resolution by using the Adaptive Skin procedure outlined in Rigging documentation. The following video might help also…
Thanks Zber2,
I was wondering what you recommend as the “Highest” Low poly count for a figure to be reduced to for nice results?
The video above should give you a pretty good idea. You should really watch it in it’s entirety. Also, see image below. This is one of those reasons why you should never delete your lower subdivision levels until you’re absolutely sure you won’t need them anymore.
Thank you Zber2
I started with a dynamesh then Zremesh. I had to create a mesh with a certain level of polys to get something that would grab the details. I didn’t delete any subdivisions. If I start with a lower level I will not keep poly groups accurate enough to ensure topology that will be smooth around the eyes. Otherwise I would have to divide to 160 million polys to get the detail of the eye lids. As it is I’m at about 44 million and my computer is having a hard time with it. I don’t know how to keep the detail of the face without making unnecessary divisions for the rest of the body. In the example you showed me the face is more dense then the body. How can I tell zremesher to do that?
I think I may have found the answer. Poly paint red for more mesh density. I will try this now