ZBrushCentral

How to render an image at higher resolution? (answered)

Thanks, I will put into practice the advice.
This model I made with Z Esphera, and has 5 branches, and also have not noticed, I can do small details. There is another way to solve this? Any tutorial?

Understand I’m a newbie.:wink:

Understanding resolution and translating it to various outputs is one of the hardest things to grasp, both here and in photoshop, etc. so I understand your frustration. Marcus gave an excellent and concise explanation here, which personally I find very helpful. If this still isn’t clear to you, I suggest you do some forum searching on the overall topic of resolution. It been discussed alot. I find I have to frequently re-read up on it and have to keep reference notes to refresh my memory :slight_smile:

I followed his advice, Marcus, and is the ideal answer, thank you, thank you very much.
Now I have another question. How do I change the background color, I like the background color (black and gray). And how do I can do small details in the model or work. Sorry if the questions are obvious.

:smiley: :smiley:

jaimedc,

To change the background color:

  1. Set the color you want in the color selector.
  2. Click the Back button in the Document palette.

Doc_back.jpg

For sculpting small details, search youtube for video tutorials, like this one:

Thanks again, but the problem remains the details.
Here I leave a picture of how the model looks when I try to fine details and small. Because it looks pixelated and do not look good detail? :cry: ZBrush Document.jpg

You need to subdivide your mesh more - there aren’t enough polygons to support the detail. Press Tool>Geometry>Divide.

Originally posted by zber2 (post#2):

The image quality is dependant on the subdivision level of your mesh. The higher the subdivision, the better the image.

edit: My appologies! Please disregard my answer. I thought you were referring to textures. :o3 Days Ago 09:27 AM

ROFL…I guess I was right after all.

Apologies for not responding earlier, I could not go to ZBrushCentral.
My model was made with Z Spheres, Adaptive Skin (density 8) and has 5 subdivisions. I do not know what the problem :confused:

5 subdivisions means nothing. What matters is the number of polygons at the highest level. You will need at the very least 1 million polygons in order to support any detail at all, probably more. You can clearly see the polygons in your last image which means there aren’t enough!

Hello jaimedc, thanks for stopping by my thread.

I have looked at the screen shot you have posted and it looks to me that you do not have enough geometry (polygons)
I would suggest that you step up a few more subdivisions. you commented on the detail on my characters armour, that particular part had 7 subdivisions at around 4-6 million polys.

I hope this is helpful

Trate de poner en práctica estos consejos. Luego de comentar los resultados. :wink:

I can not solve the problem. If someone describes the steps, it would be fabulous.
These are the steps I’ve tried.
1 .- I press “Make Adaptive Skin”
2 .- Geometry HD, and I will “Divide HD”
3 .- SculptHD and subdiv … 4
I think I’m doing everything wrong. Please help once again.:frowning:

someone has described the steps.

youcan also push the anti-aliasedhalf button to lose the pixel problem. but it really has little to do with the resolution of your mesh.

the real problem you have is that you dont realize that people go to school for years to learn just the basics of all of the programs and the overall dynamics of cgi and 3d.

it would be similar to you posting a troubleshoot thread on how to successfully land an airplane. unless you have some understanding of all the controls and mechanics you will never be able to understand the answer to your questions. it would take about 10 pages of thread to explain to you why and what? and i dont think anyone has the patience to do that.

i suggest you sign up for a class or enroll in a school for 3d. because this is just one of a million intricate things that go into a finished product.

i dont mean to be rude. but your question was answered in the first reply, and 10 replys later your asking the same question.

Before going to expensive schools Start by watching all tutos you will find here . This is what I did but Yes ! it took several weeks before I start to understand the basics

I think it was enough that no one responded to my questions. But thanks for the patience they have had. Thank you very much again.
As I said earlier I’m just an amateur, he thought learning this way. It was never my intention to learn all about the 3D in this post, I simply wanted answers from someone to give me some guidelines. :confused:
Thanks again …
:confused:

Something else. Not in my city study because there are no schools that specialize in 3D. Do not think I try to take the easy way. It was not my intention to cause discomfort. In truth, I apologize, I just wanted to learn more about this wonderful program.:cry:

jaimedc,

To sculpt high detail you need a mesh which has enough polygons to support the detail. You have two ways you can do this:

Basic method:

  1. Import or create your low resolution mesh. If you use ZSpheres then you would press ‘Make Adaptive Skin’ and then select the skinned version of your model in the Tool palette. If you start with one of the ZBrush primitive shapes, such as the Sphere3D, you will need to use the ‘Make Polymesh3D’ button before you can sculpt your model.
  2. Press Tool>Geometry>Divide to subdivide your model. How many times you can press this button will depend on your computer specification. The number of levels doesn’t give you any idea how many polygons you have got, so look at the ‘Active Points’ or place the cursor over the large thumbnail at the top of the Tool palette to see how many polygons the model has. For fine detail you will need at least 1 million polygons, so keep pressing the Divide button until you can sculpt the detail you want.

HD Geometry method:

  1. Import or create your low resolution mesh. If you use ZSpheres then you would press ‘Make Adaptive Skin’ and then select the skinned version of your model in the Tool palette. If you start with one of the ZBrush primitive shapes, such as the Sphere3D, you will need to use the ‘Make Polymesh3D’ button before you can sculpt your model.
  2. Press Tool>Geometry>Divide to subdivide your model. Subdivbide until you have about 200,000 to 1 million polygons. Don’t go higher as this will only slow down your computer.
  3. Press Tool>Geometry HD>DivideHD until you have several million polygons to work with. Don’t go higher unless necessary.
  4. With the cursor over the model, press ‘A’, then sculpt the area. Repeat this until you have sculpted the whole model.
  5. To see the whole model in HD Geometry, hold the cursor over the background and press ‘A’. If you are in HD Sculpting mode you may need to repeat the action.
  6. To render HD Geometry with a BPR render, make sure HDGeometry is switched on in the Render palette.

HTH,

You should also Go to this thread
http://www.zbrushcentral.com/showthread.php?t=93548
And take the ZBrush 4 Video List.zip file
You will then have acces to all ZBrush 4 tutos
Very, very helpful

Thanks your help, Marcus :wink: .