ZBrushCentral

Another Question about Comp Configuration

Hallo everyone!
I’m quite new in Z Brush, so I’d like to ask about fastness of workflow in this program. I learn to work with version 3.1 and here are properties of a computer I’m working on:
Operating System:
Microsoft Windows XP Professional version 2002 Service Pack 3

Proc: AMD Athlon 64X2 Dual Core Processor 3800+ 2.30 GHz, 2.00 GB RAM

Graphic Card:
NVIDIA GeForce 7600 GS

I think my computer isn’t that slow and bad, is it?. Despite of it when I subdivide any polygonal object I can’t go over 6 mil. of polygons even if I have set higher value in max polyPerMesh slider in “Mem” section of Preferencies. When I try to subdivide higher, Z Brush often crashes. Sculpting 5 - 6 million of polygon meshes causes Z Brush to COMPACT MEMORY which is a bit annoying when it happens every 5 minutes. Another unpleasant thing which occurs while I’m sculpting these meshes is that when I move from lower subdivision level to higher one, the tool gets often damaged and it is not able to save any more. So what I’d like to ask other users and experts is whether this is an ordinary routine in Z brushing or I should be worried about my system? Could someone give me any advice how to improve this? I have read FAQ section on this issue.
Thanks for any answers.:):):slight_smile:

Vlad

You should set Preferences>Mem>Compact Mem to about 1500. That leaves 500 MB for your OS and any background apps that might be running. I certainly wouldn’t set it higher than 1700. This setting will allow ZBrush to use more of your RAM, which will reduce the amount that you have to compact memory.

With your system you should be able to work with models of up to about 12 million polys. But keep in mind: every time you subdivide a model you quadruple the poly count. If your mesh is at 5-6 million polys, then another subdivision would be 20-24 million polys. I have a 4 GB 64-bit system and I don’t want to try hitting those kinds of counts.

You’re better off splitting the model into subtools. If you take a 6 million poly model and split it into just two subtools you’ll be able to take the model to another subdivision level. Even better would be three or four subtools.

Thank you for your quick answer, awerick. I’ll try to set it as you suggest and will divide meshes to subtools. But anyway, when I split for example a human face into two halves and I’ll keep sculpting each one separately, aren’t there going to appear visible seems on connection areas, I mean when I merge those two Halves into one mesh at the end? And finally I will have to handle it together with this high subdiv. level, because I’ll need to generate a displacement or normal map from whole mesh. What I am concerned about is not that much waiting for Z brush to run memory compacting, but to loose some work when the tool corrupts. This happens when a I make some sculpting at highest affordable subdivision level. The model looses its form definition at each level and it looks like Z brush tries to connect incorrect vertices of a polymesh with faces and edges. And what is worst, it is not possible to save it then any more. Allthough I do it, the toll is not going to open in Z brush again. Does this happen to you too? Please tell me so that I know if it’s only my case or if it’s normal.

Thank you!

V.