How do you increase the poly count of a zbrush primative?
I tried divide by 32 ,then exported the primitive ,then I looked at file size and it was no different from the one that I exported with divide set to 0.
go to modifiers initialize
H and V divide
turn these up to increase the count
(BEWARE: do not initialize a primitive that you have already used deformations or modeled on. It will revert to original primitive. Just undo to get it back)
You can also subdivide the mesh by going to
modifiers deformations
divide.
by the way, is there any real disadvantage to high polygon count besides I guess render time?
As someone who, until I saw the fine tutorials by JELEE, and Ken the B on low-poly modelling, used high-poly, I would say there is a disadvantage…Previously, I would jack the resolution to the max, and model away…As soon as I started using the low poly method, and only increasing the areas I needed to increase in density, I noticed I immediately had more control over the surface contours. Starting with a high-poly mesh means you are prone to add details early, create ‘wrinkling’ in your model, and problems later for your texturing.
I think the end might be the same, but it is a much better procedure, in my opinion, to control mesh density for control…And I was a hardcore high density mesh user…
Heres’ a simple lip tutorial I posted a week or so ago…Run it, then try the same process with a high-density sphere instead, and I think you’ll get the difference…
you can also view my low poly snow tracker. in this script you will see how low i started the model and the final product let me know if this is helpful to you snow tracker low poly creation.txt
Thanks SC and dr.J, I watched both of your z-scripts and then tried out the method myself . It’s really amazing how much control you get over the object whenits low-polygon, I really like modeling this way. This is actually really perfect timing because I intend to start trying to model bodies soon to go with my heads and having this much control will definately help me.
dr. jjwow…I decided to watch your script as well, but unfortunately I don’t know what a snow tracker is (Floridian, you see). I loved watching your intricate technique, but honestly, I can’t tell what it is. Do you have a finished picture you may have put this object in? Sorry, hope you are not offended.
slosh you can click the link below to view what a snow tracker is in my mind…sorry but i posted this image about a week ago and i had thought that everybody had a chance to see it… sorry. http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004680
Thanks for all the replies . I
ll check out the tut.
And to LWTB, a picture is worth a thousand words, Thanks
Frank Lee Hawkins
Just to throw in a bit more info – I’m guessing from your first post that the Divide that you used was the slider just below the Object Preview. If so, that doesn’t change the polygon count; only the amount of subdividing that takes place.
If you go to Tool>Modifiers>Deformations, you will find another item labeled “Divide” – this one being a button. Clicking that button will double the polygon count in unmasked areas.
DON’T change your Initialize settings once you’ve started modeling! Doing so causes your tool to revert to its primitive state, erasing all of your hard work.
if you go to your your Initialize and erasing all of your hard work as aurick said just CTRL Z it back i thought i would just throw that in incase you accidently did.
Ohhh! Thanks, Dr. JJ. I did see that pic afterall (stupid me). I just didn’t make the connection. Without the coloring and all, I didn’t recognize it. Love the finished product!
Has anyone noticed that if you model with a really low poly object with symmetry, the symmetry starts to distort?
Hey G, check to see what axes you have constrained under ‘Transform->Modifiers’…If it’s only set to one axis, you shouldn’t have the problem…The default is ‘XYZ’, and you should set it to the axis you require…
Thanks Stoney, low poly modelling here I come…!
No prob, G…Another point is that sometimes you might want two axes enabled…That is also an option…
For instance, if you’re making a nose, you might want to pull the vertex out and down, but not sideways…In this case, you would turn off the ‘sideways’ axis…
Cheers bud, wonder why the distortion occurs when all 3 axis are selected?, maybe this problem could be amended in future versions of zbrush.
There isn’t any problem to fix, G…The distortion comes from the fact that if you have more than one axis selected, it’s very hard to move a vertex in only one axis…If you only have the axis selected you need…
No problem!
Forgive me for being a bit slow… but how come you don’t have any probs with a high poly model?, I can’t understand why a low poly model should behave differently. By the way I’m talking about modelling using mirrored x symmetry.
So am I G…
Well, this is just a guess but look at a low-poly vs. high-poly sphere…When you have low poly, you can ‘focus’ your action on a particular area…The polygons are larger. Since it’s the vertices you are actually moving, the contraint plus the brush size plus the Z-Intensity will affect the action…Try experimenting with both low and high poly spheres, and you should set ‘dot’ mode so you can see what’s going on…