ZBrushCentral

can anyone give me an idea of how much detail you can get with 3gb of ram?

my workstation has 1gb of ram right now and can only be upgraded to 3gb due to 32-bit limitations, but i am curious as to how far 3gb will get you. thanks!

my 8gb station makes it to around 7-8 million per subtool before slowdown.
4gb makes it to around 5-6mil
and my 2gb makes it to right around 3mill…so I’d say probably around 4-5 mill.

is that good, or bad? a subtool is like one character or object right? sorry, just got my software Tuesday. Thanks!

a subtool…hmm

a subtool is like a smaller part of the whole piece.

So the head can be one
the hands another
the boots
the belt
etc
etc.

So 3 million is more than good most of the time.

if i break a character down into a bunch 3 million poly chunks how do i put all those pieces back together so i can render them (in zbrush because i do not have maya, or max) without melting my comp if it can only handle 4-5 million once i upgrade? is that why you need 8gb on yours? can you post a pic of how detailed a 3 million poly piece could be (when you have time)? Thanks!

http://www.zbrushcentral.com/zbc/showthread.php?t=56114&page=1&highlight=silvaticus

Everything you see there was done on a computer with 1 then 2 GB of RAM, with all the rest of the components being old and crappy. The models are all less than 4 mil polys with subtools around 1 mil. and rendered in ZBrush.

You don`t have to put the subtools back together for the render in ZBrush.

It’s not a wise thing to break apart the body of a character. You won’t be able to create the surfaces that continue from one part to another(eg. from the upper part of the arm to the upper torso, from the hand to the arm, etc). Not to mention the constant switching from one subtool to the other.
You could use subtools for other stuff like clothes and general accessories.

wow, great work, and thanks for posting it. once i figure out how to do more i should do fine with 3gb. also thanks for telling me that you do not have to reconnect all the pieces in order to render the entire thing, i still don’t understand how it works but i’m a long way from having to worry about it. Thanks again to everyone for helping me out!

That’s a pretty heavy handed generalization don’t you think? If you’re modeling a character that is fully clothed, there’s no practical reason to have the geometry underneath the clothing unless the clothing is translucent, or is going to be converted into a cloth sim at some point. It’s just a waste of space.

Personally, I’ll use a lower poly mesh (less than 1mil) to flesh out strong anatomy and proportions, and then sculpt clothing over the top of it. when I’m ready to take the hands, head, or any other exposed body part to the high-end of the detailing process, I’ll cut them out of the base mesh and work on them as individual subtools.

eldee that’s a completely different thing you’re talking about.
if he’s fully clothed you don’t need the parts of the body that aren’t showing. But if you noticed I was describing a situation where you have to detail parts of the body that exist as different subtools. It just isn’t convenient.

Can we stay on topic please ? I could get a 6M mesh with 2 gig but it did slow, I have since put in 2 more gig, do I have to re-install for it to notice the extra ? on the mem bar in the top shelf it says I still have 1200 left on an 8M mesh, what gives ?