ZBrushCentral

::: High Poly Character -> Workflow, solution? :::

Ok.
A few Q:s about the actual workflow contra solution to my problem.
Scenario/scene:
I have this character I’m working on, I have retopologized it once to get more
dense polys in the facearea.
*Here is the first “problem”: Some details still gets jagged?! Why?
Ok.
So I exported it as a .obj, fixed up a lot of polys in Cinema 4D and saved it
Imported it in ZB again. Great. But I had to get up to SDL 6! to get a smooth
and satisfying result.
*Second “problem”, The total polycount is now approx 15 milj polys.
Now the workflow Q:
Can I divide this character into subtools, torso, head, arms etc to benefit
the high polycount modeling?
I mean, if I do so won’t the edges between the different bodyparts/subtools
be at risk of getting out of perspective against each other? Example
The edge between the head and torso has to be locked somehow or
it will create a gap if you sculpt near the borders. Solution?

I hope I have explained it short and clear enough :slight_smile:
Best.

Specs:
ZB 3.1
C4D R11
XP x64
8 Gb Ram
ATI Radeon 4870 x2, 2 Gb Ram
Intel Quad 2.8

It would help a ton to see the character that you’re working on. I mean, at 15million polygons you should be able to get almost any detail you need to get from that. If it is a human character I really can’t see what details you can’t get at 15mill.

Anyway, if you’re going to break your object into smaller parts then you should break them at logical locations. At a belt, where gloves meet the arm. Boots, pants, etc. If you’re doing a complete naked person then you don’t really get this luxury and you’ll need to get as much sculpting of the form as you can before you break the object, then use the higher polycounts for detail work…which shouldn’t break the connection between your seems.

Hope that helps.

As goast666 said, 15mil polys should be enough to detail your mesh. If you still need more details for some parts of the body, you might want to use HD geometry.
IMO it’s not a good idea to split the body in parts (subtools), I’d rather keep the whole body together. You might want of course to use subtools for eyes, teeth, hair etc.

Thanks for the answers man. Your right every way :slight_smile:
I do get the details at level 6 with 15+ polys but of course it gets a bit
“slow” to work with the whole model in the view thats why I wondered
about the “split up”.
But it works good enough to hide portions of it during the modeling.
Thou it comes to an end where you want to render out the scene/turntable
at the highest subDiv Level.
Maybe I have to do a retopo again to even out the polys for detailing.
Best.

Attachments

ZBScreen.jpg