ZBrushCentral

Landscape,Dyna Mesh and Qremesher

Hello.

Im trying to make large scale Valley Enviroment to use for a matte painting Design, and im want to avoid using Vue at all costs. Ive created a good shape by using multiple landscape objects in cinema 4d with different settings,scale etc.

I have then merged them together using connect tools and Goz them into zbrush. Each landscape is 10000 polys each and there are several objects that make up the valley. im breaking them up into compass sections so they are not to big…but they each contain maybe 100,000 polys for each chunk once they come into zbrush.

What i would like to do is merge each chunk together seamlessly so i can sculpt in more detail,generate UV’s and the paint in the base texture with spotlight…

However once i Dynamesh them, (what settings are best for this?) they join up quite well but become very heavy and unwieldy, I try then to Qremesh them to bring down the polys and create a clean mesh but even with a new MAc Pro this seams to be taking an age.

is this possible to do? Am i going about it the wrong way? im trying to avoid retopology as this design stage and dont want to get bogged down with technical stuff just yet? is this unavoidable though?

Does anyone have any better ideas or am i just being lazy?

Thanks in advance

DM

Which version of ZBrush are you using?

4r6

If you are using Qremesher, you need to upgrade to the latest Zbrush.

Zremesher replaced Qremesher

That’s odd because Qremesher was only available in older versions.

sorry i am using zremesher its just takes ages to compute so long ive not had the patience to let it finish and oftne it crashes

try decimating it first then zremesh. that should help cut down the time.

once you zremesh, you can subdivide higher and then project the details from the originals to the remeshed version.
from there you can generate maps to keep the detail. in that way you can make a low and high res version.

Merging chunks together is a wrong way imo, The whole workflow in Zbrush is around making many chunks to get a decent resolution on each of them.