ZBrushCentral

Smart Resym and high subdivisions

Hey, I’ve posted once before, so I’ll get right to it. Like many people who didn’t have symmetry on while I worked on one limb of my character, now needs resym to fix it (as best it can.) I already figured out that the “resym -> smart resym on each subdivision level” method would work best. It’s when I get to my 7th and 8th subdivision that the problem occurs. I know that the more complex things get the more time zbrush needs to analyze the mesh, but at these levels the process seems to hang with the bar going no further. It leaves it unclear whether it’s going to just take hours or if it has indeed crashed. I hope strength of my machine isn’t the cause of the problem. My work is based around sculpting normal maps for game models, which means I’m a gamer and therefore do know own a proffesional rig. I only have a core2 duo, 4gb ram and a 8800gt.

I hope there’s something I can do.

How many polys is the model at levels 7 and 8? Actual level count is pretty meaningless, since there’s a HUGE difference between a 100 poly model that’s been divided to level 8 and a 2,000 poly model that has. :slight_smile:

Hehe, I think i’m gunna get a “I thought so” when I tell you this. At division it won’t resym any higher than division 6. Sub 7 is roughly 2 mil, Sub 8 is about 10 mil.

It’s a torso with arms attached, I want to copy the details on one arm to the other. It’s all one subtool because it’s all one UV tile.

If smart resym won’t do the trick you can make each half a polygroup. Split those polygroups and export out your highest level into another 3d app (the half you want to mirror).

You can then weld all the points back together, export out and reconstruct the subD levels.

What size map are you baking by the way??? 10million just on a torso is insane!