ZBrushCentral

Distribuition of polygons density [question]

Hi to all, this is my first post. I am really new in z-brush so i have many basic questions. I paid attention to all basic and to some advanced tutorials on Zclassroom. Really usefull stuff.
I start with a question that rise in me while was reading the guide about Local Subdivision. The question is not about the local subdivision but about a image in that page:
http://www.pixologic.com/docs/index.php/Local_Subdivision
When i have seen that human head my eyes scaled up! A great example of perfect low poly head! I noticed that the model have a great distribuition of poligons but is totally clear that this result is not reacable with local subdivision of a sphere.
Can you suggest me a way to decide where to put the right amout of poly in a specific portion of the model?

Thanks to all!

This can be a difficult question to answer without having a model to look at.

Typically you will need more edges around the eyes, nose, mouth, and ears. On the body anywhere where you know there will be a high amount of detail or large areas might need more edge loops too.

There is a difference between a mesh for sculpting in Zbrush and a mesh used for games too. What is your ultimate goal for your mesh?

Thank you for the answer.
Well, i think that the basical approach can be the same in both hypothesis. In fact, even if in a mesh for a game the low poly is a must, in a purely graphic work a well distribuited density of polygons help in the workflow. In a well structured work you need to know until the start where you will need more edges, to avoid that happens some bad surprise in a advanced state of work.

Mine first question can be interpreted like: how can i decide where to put high density of polygons on my model?
I think that the simplest way is to use the zspheres, like this tutorial well show http://www2.zbrushcentral.com/zbrush/zbrush2/GalleryPages/antropus1.htm. When you start a model, definig the distribuition of masses width z-spheres you can define the surface extention->the edge density.
Another way is using the local subdivision.

But onestly i don’t understand how can i start to model a body from a single sphere, with a initial uniform distribuition of polygons, like i have seen many times on the web.

Sorry for my bad english! I hope that you understand someone of my words.

If you are working without a concept and just free-form sculpting there will probably be some back and forth between retopolizing and sculpting. If you start to see stretching you can either retopo in Zbrush or an external app like topoGun or 3D Coat. I typically do this about mid way thru the scuplt once I know where all the details will be. You want to avoid doing it too late because Projecting the details isn’t always perfect.

As an alternative you could use the “ReMesh” feature in the subtool menu tp evenly distribute the geometry followed by a series of “ProjectAll” to get your details back.

Does this help with your questions at all?

Thanks a lot. Your answers are useful, to say the least!
I hope to post some picture really soon! :slight_smile: