ZBrushCentral

Removing topology

I was quite happy to have found a tutorial for creating hands with zsphere’s that was simply and relatively fast however, The author pointed out that after producing the skin, The hands themselves would contain many polygons and when it came to subdividing, It would be an unreasonably high number,

Help.jpg

The picture I hope helps illustrate the point, It’s the second level of subdivision, And at that point either hand is worth just under 600 poly’s when the entire model is only just tipping 1800 itself.

My quest is, Is there a simple way to reduce the poly’s on the flat area’s, Such as the palms, Or sides of finger? Like a reverse Edge Loop tool perhaps?

Cheers for any help you guys and girls might be able to pass on :smiley:

No. If you were to drop to level 1 and look at the mesh you would see that the number of polys is exactly the number necessary for where everything intersects. I can’t see any way to reduce the count.