Hello people, im having some problems with sculpting using DynaMesh. Im using ZBrush 4R7 x 64 bit, windows 7x64 bit, intel core i7 with 16 gb of ram. I setup my mem settings compact mem to 4096, and also the max polycount. My mes has now a resolution of 128, and 173,757 total points, which is really low, however when i try to sculpt or mask, im getting a delay about a second…which is a lot and i can’t work properly. As soon as i turn off dynamesh and convert it to polymesh everything is becoming normal…please can you help me and tell me what am I doing wrong? Thanks in advance for your advices!
Dynamesh wont show the real polygons. 173,757 total points I guess is the info that you get of your default screen top menus
In top of that you need to add the subdivisions that is doing Dynamesh, that will depend of the smooth subdivision levels you have set. . The real number of the polys of Dynamesh appear when you switch on in the top right, only a second.
For example if you have 294k and dynamesh level 4 you will get near 5 millions of polys. Because it is Dynamesh will do the subdivision each time that you modify the mesh This means slowwwww.
Dynamesh is useful but it is intended as a way to quick preview low poly objects that are smoothed dynamically by dynamesh, for example when using zmodeler. If you do a normal high poly modelling normal subdivisions is the way to go as only is calculated once.
Thank you for your reply! Since im pretty new to Zbrush i didn’t really get everything your mentioning…so i guess ill stick to the normal polymesh subdivisions. However, i though I should use dynamesh, as soon as I am working on more subdivided object with many subtools, as far as I understood, dynamesh is dealing way better with higher subdivided meshes than the normal polymesh…or maybe i just got it wrong?
Dynamesh subdivision from geometry point of view can be identical to normal subdivision (unless you choose specific settings). Definitely is not good for high poly models. And this is a kind a confusion that is having lots of people. It looks shinier, newer and better and in some ways it is, but only for a moderate amount of polys. It is a different workflow as normal subdivision would allow, for example, to add tiny details in the higher subdivision of a 10m subtool when dynamesh only allows you to edit the lower subdivision level being the rest calculated automatically. That means that would not be good for final stage of character modeling unless they are robots.
Thank you once again! I’ll stick to polymesh then 