ZBrushCentral

How high poly do you go in a separate app?

I do my renders in maya with a displacement map. As can everybody- I can go pretty low poly if needed… but I also find if I go too low poly it gives an unreliable proxy for referencing placement in animation, leaves less points for blendshapes, and might lead to an improper rendering issues. So how high is too high? Anyone out there who does animation/rigging with displacement maps (or normal maps even) have a good poly count for say a Head or a Hand?

Thank you
Craig

Usually for a 3-4 mil mesh, I exported at about 3k to 50k. (heads, mostly) I think how high the poly really depends on the mesh itself. Just make sure that the exported mesh don’t need to add too much subdiv level. (aboot 3 subdiv level, 5 waaay tops) Some details like spikes or sharklike teeth or nails on hands sometimes don’t pertrube on too low a polycount and it would cause some problem like if it’s bent or something.

feureau

Thanks- I like the 3 to 5 level subdivision rule- I think that is easier to follow then a poly count. I have had the issue you mentioned- a Rhino Horn that looked too soft when rendered with displacement. How did you fix this? Add an edge loop or raised subdivision level… or something else?

Craig

what are your setting for dispmap in Maya that get best result for you?
and also
what tips you have to be carefully before exporting from Z3?
Thanks in advance
Andreseloy