ZBrushCentral

Can't go up to sub division 6

Hello,

I was sculpting my model from sub divi1 through 5, then when I brought it up to 6, my pc can’t handle it.
I think I can import the model to maya when it’s divi4, more than that, maya crashes…
Does this mean, I can’t do detail sculpture with my pc??

The spec is

AMD 7700 am2+
3giga ram
Geforce 9800GT

I know this is a pc for gaming…but I think 3giga ram should handle it?
Usually how many pol counts do you guys get for your organic models…?

Thank you.

How many polys is your tool at level 5?

Do you have any subtools? Subtools take up memory.

Does your tool have UVs? UVs take up memory.

What version of ZBrush?

What OS are you using? Is your OS 32-bit or 64-bit

…on my system I can comfortably take most of my models up to level six. Level seven is pushing my luck. Unless you have a 64-bt OS with quad core and a butt load of RAM, I think capping out around level seven is normal.

Number of levels is a red herring. After all, a model with 1,000 polygons at level 1 has WAY fewer polys at level 7 than a model that started at 5,000 polygons has.

What matters is the number of polys you have at the highest level. Every time you divide, that quadruples the number of polygons. On most systems, you should keep it under 12 million and will be best off under 8 million.

You will also be better off splitting the model into multiple SubTools than trying to divide the whole thing together. Not only can each SubTool be divided to the max number of polys that your system can reasonably handle (giving you more polys for the model as a whole), but you can also divide only the parts of the model that actually NEED it.

Tris: 1086208
UVs: 2172416

This is the number that I can import back to maya from zbrush. I think this is sub divide 5.
Zbrush is version 3.1.
I have window XP 32bit.

Ah, thank you very much for the reply.
So if I devide my model into pieces, that’s much better for my system, correct?
Bring my model to zbrush, and divide into…head, torso, legs, arms, and work on each part separaletly?
but if I do that, when I import back to maya, and combine them together, the system will crash due to heavy poly? no?

Thanks

Yeah, sorry, I mostly do character work so I’m referring to a typical bipedal mesh.

tris ? wtf ?
does that mean 500 000 quads, or do you mean after decimation ?
and dont worry, 4mln polies is a limit for my 4x3ghz 4gigs ram, anything higher and memory compacting just makes working impossible. So im thinking everything is ok, you just seem to think zbrush can handle more polies that it really can ;]

That’s what displacement and normal maps are for. You don’t send the high-res model back to an animation package.