ZBrushCentral

Fracking Insufficient Memory - How to Fix???

Welp, 1. Zbrush 4 is awesome! But 2. that all goes out the window if I make an awesome model and then either can’t save it or can’t open it again due to that freaking insufficient memory error!!

I know there have to have been other posts about this, and I’m doing my research, but does anyone know of a way to solve this? Is there a hack out there or even better a PATCH that resolves this?

Here’s my rigs specs:

-Intel Quad Core Processor
-Nvidia 9800 GT Graphics card
-8.00 Gbs of RAM (I’ve read that Zbrush is only capable of utilizing 4Gbs becuase it’s only a 32bit platform, something to that effect)

I even freed up a load of memory on my computer by turning off background applications, but no dice. Seriously, I have two models right now that I would love to keep working on, but they’re too high in polys. And speaking of which, I see alot of high poly models on the net. How do people make those? How many subdivides do those generally use per subtool? Seriously, I’m stumped.

What are your Preferences>Mem settings? Bad settings (like cranking up your undo settings) shackles ZBrush’s capabilities.

As for the model, you only said it’s high poly. You didn’t say anything more like whether you’re splitting it into SubTools, how many layers your using, or even how many polys it is. That makes it hard for us to tell whether you’re pushing the limits of what your system should be capable of or if you’re within limits and something else is going on.

Aye, sorry for that lack of info. Well I’m sort of replying to this while I’m at work, so I can’t look up the exact poly count for my model. But I do remember that it is composed of around 8 or 9 subtools. And each of those subtools has approximately 4 - 5 subdivisions per subtool. Eh, I’m still somewhat a rookie to Zbrush 4 and am not sure what “layers” is referring to. Unless that is in reference to the layers by which the subtools are categorized by in hierarchy to the right of my project. Once I’m off work I can get back to you about the official poly count.

But yeah, for now I think my best bet is to reload everything and only use a max subdivision level of 2 - 3. Then I can up things with HD geometry (wasn’t aware of that till recently). I really think what killed my polys was my application of the Noise Brush to apply texture to some clothing.

Well, it would seem that I’ve temporarily surmounted the problem. I started my model over from scratch, only subdivided all parts to 3 divides, and used primarily HD geometry. Things are running like butter now. But I was wondering for a good solid model, say if I were to hypothetically create a lifelike Batman or Spiderman model with movie quality detail, what would be the best subdivision geometry + HD geometry combination? Like what is the optimal number of polys that I should shoot for in my high poly model?