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the base mesh ( suppose level 1 is ok, it is a "nick" character modified.with proportions and polygroups, I like to separate in polygroups head from torso and arms, legs too ) however the body is a full mesh with body and head together.
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Then when you subdivide the head to 40 million, it will have more geometry for you to work with than if the entire body was at 40 million.Ĭyrid, I think you are righ!! I could not note significatly changes, in other words, I just earned 100 K. If there are larger parts of the body that aren't exposed (such as if they are covered by clothes, armor, etc), then you'll see a benefit to altering the base level to split off, delete, or alter those hidden parts to significantly reduce the polygons they have at the base level. For example, lets say you've subdivided a full-body human base mesh to 40 million points and are running out of geometry when trying to sculpt more detail into the head.
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If your mesh is already efficient then a lighter base level likely won't change anything (it might take 7 subd levels to reach 40mill rather than 6 levels, but you'd still be left with the same problem).ĭepending on what you're doing, there might be better ways to handle the geometry. What does the base level of your current mesh look like? If your polygon density isn't out of whack and the polygons are where the detail will need them to be and not going to waste in other areas, then you may not find any benefit to transferring the details to a new model. The goal is to keep scultping details with less geo. If my mesh is around 6 levels, the "low" mesh (let's say) would be around 3 levels or 4 to get clean results ( project all) ? should I retain at least "X" amount of geometry to keep the details ?. if I am going to use "z-remesher" for a copy of my mesh. should I combine these tools ?, however I do not find a specific rule for zremesher ? to keep details ? (my mesh has 6 level of subdivision). I ve found information in youtbe about z-remesher and the "project all" tools. In other words, I just want to keep my quads flow ( that's the reason I did not decimated it with master tool, I am trying to force me to not use decimation master ) I just want to learn the goal or the workflow to reduce the polycount to transfer details to my mesh, to continue sculpting the detail process. I am on subdivision number 6, near 40 millions of poligons. I just want to transfer details to another mesh just to reduce the amount of polygons and continue sculpting). You will find the “Mirror” button under the Deformation drop-down in the Tool Panel on the far right side of the Zbrush UI.Hi, first of all, I do not want to transfer details to a extremely lowpoly mesh. Merge and Duplicate are both located under the Subtools drop-down in the tool panel. Remember to activate symmetry on this new subtool before sculpting. You can then use the Merge functions (Merge down) to combine the normal and the flipped subtools into one. Please note, you should duplicate the subtool you wish to mirror first, because the mirror button just flips the subtool. Select the subtool you wish to mirror and hit the “Mirror button”, it will flip the subtool on the X axis by default (or you can change it on the button) which should be correct. For example you’ve created a tooth or a horn, you’ve placed it on one side of the sculpt and want that subtool to be mirrored and/or you want to sculpt on it in symmetry. Let’s say you need to mirror something to the other side.
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