ZBrushCentral

great.. crash when doing group split

hi there I have a 9 million point mesh sculpted. now I want to do a subtool group splitting, but zbrush just crashes…
I am doing the split on lowest level, no layers involved.

shouldn’t this be functioning?

If I reduce it to 600 000 by deleting the higher levels, it is functioning.

My system can handle the 9 mil mesh without problems…

any ideas?

try to split the mesh 2x. once at lvl1 with nothing higher, and again at the highest, with nothing lower.

If you can get your highest to split then you should be good. The vert order will be different so you’re going to have to project mesh A onto mesh B. But that should get you what you’re looking for.

so I will have to repfoject 6 parts to start further detailing… I will try that.

does this procedure introduce problems on seems???, because I am using the complete model for painting details over seems :wink:

and is there any specific reason for the crashing??

this may or may not create a seem. all depends on the projection. The main problem is most likely the RAM that you have. or it could be the number of polygroups you’re trying to split at once at the 9mill mark. Try to do those one at a time…i.e. head and body, then body and arms, then body and legs…etc. See if you can split the mesh in two. if you can split it in to two pieces…then just do it 6 times…you wont have to worry about they maybe seems, or maybe not.

well…

this option did not ocur in my mind before…

btw. the separated split works, so I think it is some memory thing (I have to work on XP 32 here)

thank you so much

yeah split hidden is functioning!!

glad you got it working.

I don’t believe it…

now I am able to get my subtools split, but I am forced to reimport the mesh for disp map creation…

I creat this mesh by importing the base obj, doing a group split and exporting each subtool for this very purpose.

Now when I reimport the mesh into my final sculpted subtool, The vertex order seems to have changed, subdividing makes it explode and the genereated map is not usable.

why is the sub tool splitting changing it??

subtool splitting will always re-order the verts. If you think about it, it makes sense. There was an edge around a cylinder, with 6 verts on it. Lets say they are verts 1-6. Now when I split that cylinder in two I have 12 verts where I had 6. So the vertex order has to change.

Are you importing the entire compete model again? or each individual piece? if you exported out each piece after you split them…then what did you do in Maya?

individual piece

you are sooo right,
but I think I found a solution: group split and Split hidden basically do the same, but in different order.
If I use the split hidden it does the same thing twice the same (just have to keep the order)
A first try looked promising.

nah! doing it that way keeps the mesh from exploding, but the maps are facetted and useless…