Hi:) I want to unwrap a high poly mesh of a castle (ca. 5 million polys) generated from photogrammetry. The mesh is cleaned and retopologized and I tried control painting, but ZBrush crashes every time.
Is there a limit for the polygon count?
How can I define the polygon count to 3 million before zremeshing or subdividing? I can’t type in more than 100.
Unwrapping a lower subdiv version with 140 000 polys doesn’t work either. I extracted a small part of the mesh with only 25 000 polys and the unwrap worked.
Does ZBrush crash because of my not so powerful pc with 8 GB RAM, intel core i7-2700 CPU 3.4 GHz, Windwos 7? All other operations like Sculpting oder ZRemesher worked.
I have another pc (with 16 GB RAM, intel core i7-4770K CPU 3.4 GHz, Windows 8.1 and a Nvidia Quadro K2000D), but the demo trial on this pc is outdated. I am a university student and I use ZBrush only for educational purposes.
If I decimate the mesh to under 3 million polys, too many details are lost and the castle looks undesiraby low res in the Unreal Engine even with a normal map.
My idea is to split the castle into parts, unwrap them separately and put them together, but this would lead to many overlapping parts which I would like to avoid. Is there another workflow for that or would you disadvise me to split the castle?
Or does the unwrap crash ZBrush due to something different?
Kind regards