ZBrushCentral

zsphere rig slooooow??

hi,

Can anyone suggest a rough estimate on the optimum poly count for a zsphere rig? I have a model that’s 200k with all subtools on the lowest res. I appreciate that sounds high for animation meshes etc. but I’ll just be posing for illustration - I really don’t want to mess around retopo-ing everything for a super low res mesh.

I’m curious mostly, because using transpose master gives me the 200k tool that moves really quickly using the standard mask/move/rotate/ method of posing. I thought I’d try a rig instead this time and the result is so slow it’s unusable…??

se7enhedd,

Man, that is still a lot of topology to push around. The best results from Transpose master come from subtools with low
polycounts. Heavier meshes do not deform well at all, and they dramatically slow the interface down. I would suggest:


  1. Either retopologize your models, or use the Qremesher to create a new low poly version for each subtool.
  2. Reproject the qremeshed versions onto the original models to get back your detail.
  3. Delete your originals from the file, then save as a fresh file.
  4. Use your Rig to pose the new subtools.

If you are overwhelmed, shoot me a private message, and i will see what i can do to help you out.

Best

Derek

yeah I’d have to think about polycount more so in the future if I was to use the rig.

I find it strange though, because the tPose mesh moves fine using the standard mask/rotate techique, which is what I used in the end. It was quicker to do that than go through the hassle of retopo-ing, just for a quick reference model. I guess the two must work in very different ways.

I had qremeshed everything, but clearly not low enough :slight_smile: I found that if I went too low with the target polycount the result was too far removed to accept projections properly, especially spikes/horns etc.

thanks anyway - at least now I know it’s my error and not my system specs or something.