This might be a question that’s be done to death, but from a quick glance I couldn’t find it on the first pages.
So I’ve watched a bunch of mouth watering videos where people start with a basic sphere mesh and sculpt with the brushes a mighty fine detailed human face and I have no idea how they manage to pull of the detailed spots such as nostrils or ears without ending up with what I do - huge blocky polygons.
Can a face be modeled from a sphere to a detailed state without exceeding the limit of 5mln active points?
Dividing geometry is the only method I know but to achieve the amount of detail that I see in other peoples work would require me to divide above the 5mln threshold and that starts to lag my cpu both in zbrush and then 3dsmax.
Masking an area and dividing only parts of the model would be a sweet solution if not for the distortion around the edges upon sculpting.
Also considered zsphere zscetching of the required details first but that’s just not the preferable method for me.
I’ve found this video specifically intriguing http://www.youtube.com/watch?v=FA4U4K88nxk (though not from a sphere) where the artist uses a number of clay parts and then magically merges them together. What is the magic? Do those pieces of mesh really then form a single one without no seems in the middle? Whats the process of that?
As a peace offering I present to you my first ever (crappy) zbrush model - the horns are a perfect example of my problem - looky how eeky stretched they are.
Cheers
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