ZBrushCentral

to overcome density

hello
just for I have no enough ram on my PC, I think that I’d better split this 21k poly shape that I modeled in maya into separate parts and deal with each object individually in ZB , create there own dsip maps.
would this be a proper way to deal with such pretty large mesh or someone could kindly propose a real professional way??
thanx alot

Attachments

PER_01.jpg

PER_02.jpg

yes, break the object into smaller chunks.

remember that with a 21million polygon mesh you need texture map that is bigger than 4096. So you’ll be losing detail regardless of what you do.

Unless of course you’re doing this for a 3d print.