Hi everyone, recently I’ve been working on a low poly game character in Maya and is now ready for zbrush sculpting. So for creating the high res model, I’m simply fearing the program might crash when the poly count gets too high say a few millions or more. I’ve heard how you can import sections of the model individually for sculpting but I’m not entirely clear of the whole process. Or is there another way of doing this? Any insights or helps would be much appreciated, thanks guys.
which version of Zbrush are you using? 3.5 can handle a rather large amount of detail (12million) or so without any slowdown. If you want to break the mesh into pieces, break it in Maya and import each piece and sculpt on it.
hope this helps.
Zbrush can handle anything that Maya can spit out without blinking. The trick will be to get all the high res detail back into Maya, via displacement of normal maps, because Maya can’t handle the sorts of polycounts that Zbrush works with.
Hi, I’m using Zbrush 3.1 any idea how much polygons it can take without crashing? I’ve got a pretty decent rig, quad core cpu, 4g ram and 512mb 4870.
I know this sounds noobish, So If I have already done the UVs in Maya, can you describe the best way to break the model apart, like selection set? I mean wouldn’t that disrupt the original UV layout? Thanks mate.
It varies with your system, and whether you’re running 32 or 64 bit OS. On 32 bit, 3.1 seemed to start to get unstable past 9 million polys. On 64 bit, I could handle well 12-16 million smoothly on fairly low end hardware. In zb 3.5, I can handle tools in the 20-30 million poly range. That’s per subtool. You can split your model into multiple subtools, and apply that same limit to each subtool, within practical limits. Doing so wont disrupt your uvs.
I’m running XP 32bit so it’s only showing 3.4gig. I think I’ll give subtool a go even though it’s my first time using that. So from what I could understand, subtool breaks up the model, then you sculpt the part one at a time with the rest hidden right? And in the end you show them all and bake the Normalmap? Can you recombine the parts or do I have to bake the Normalmap one by one? Sorry I’m quite new to this work flow, do appreciate your replies greatly!
Please read through the documentation on Subtools, and Polygroups, run through any available tutorials on the subject, and then we can answer lingering questions.