ZBrushCentral

Multiple UVspace sculpting question

Hello.

I have a character that has 3 Uv spaces, one for the head, one for the body and one for the arms/legs. I want to create 3 4K maps for the character.
My question is: what is the best subdivision method? I don’t want to use HD sculpting. Should i divide the whole character to a huge amount, or is there a way to correctly subdivide each region (head, body, arms/legs) to about 16milion polys besides masking all the unwanted polys and subdividing (as this produces problematic “tris” polygons at the edge near the mask)

Thanks in advance

break your character into pieces for each UV region you want to maintain. One for torso, one for legs, the other for the head. That should allow you to get to a rather high subD level, but making it exactly 16million will be hit or miss.

beta thanks for your reply.
That was my initial thought, but how can i sculpt on the entire model if i do that? Via subtools? and if so how can i prevent seams on the parts that were broken (the neck for instance)

you can’t sculpt across different subtools.
To prevent the seam you just need to use the crease function in the geometry subpanel before you subdivide.
You don’t need to split your character at the very beginning of your sculpting. Keep everything together until you need to break it apart so you can get the level of detail that you would like. You can also look for natural seams in your model to break at as well.

Or, you can just use HD sculpting.

I’ll Try that.

Thanks again for the reply