hey just wondered if anyone can help me. i’ve used zbrush for a little while now and i’m prety confident with sculpting and i want to start making more detaled figures. i understand that the way to do this is to break the character up into seperate subtools but my knowlage of sculpting with subtools is very limited. i’ve seen a few tutorials on them but i dont feel confident that i know enough about how it works. for example can i make subtools from polygroups and what do i do if i’m making a nude figure and i break it down into sutools, will i be able to sculpt all of the subtools at the same time to get consistant detail. if any one can help or can point me in the direction of a downloadable dvd that covers all this in detail i’d be greatful.
thanks:D
You can use Tool>SubTool>GrpSplit to break the model into SubTools based on the polygroups.
Once in SubTools, each one can be divided to have the maximum number of polygons that your system can support. This means that if you have a computer that can reliably handle 6 million polygons, then breaking a model into 10 SubTools would let you hit up to 60 million polygons. That’s a whole lot more detail!
However, it’s for this same reason that SubTools can’t be edited simultaneously. That would exceed the number of editable polygons that your system can handle.
Because adjoining SubTools can be visible at the same time, it’s not hard to match up details even though they can’t be sculpted together. Also, with the SubTool Master plugin there are a number of nice things that can be done on the SubTool level. And the TransPose Master plugin lets you pose a model with multiple SubTools.
As for some free resources, check out the video tutorials link in my signature, as well as the online documentation.
thanks dude. i think i’m going to dive in and see what happens
Aurick! Does this mean that if I’ve built a model and I see that the head could use more polys because of a weird pixelation issue, can I select it and make it a polygroup and then make it a subtool and res it up?
You could simply hide everything else (at level 1) and then press Tool>SubTool>Split. You don’t need to use polygroups.
And yes, once split you can divide the head to have more polygons without affecting the rest of the body.
Cool but will I have a problem later during a UVmap or texture process if the two meshes aren’t connected due to having different topology or a different point count where they used to connect before?