3/24/2024 0 Comments Zbrush high poly sculpt to renderSo I will try to separate them for individual subtools in order to increase SubD on them instead of the hole body. I need more dense topology in places like hands and toes more than rest of the body. This does disable some of the performance optimizations mentioned above, so it may actually decrease performance on a particularly dense mesh. You can hide portions of the same subtool using the mesh visibility functions to get them out of the way or improve performance. This pays off at higher levels of subdivision, and may save you from having to subdivide an additional time. When creating a base topology for fine detail sculpting and painting, try to deliver more polygons to areas that need to support greater detail, and away from areas that don’t. Only Subdivide or add polygons as necessary. Keep sections of mesh that need to be able to be sculpted on at the same time (like a body) grouped in the same subtool. The max poly limit and performance burden is per subtool (each subtool can go up to the limit). Split any parts of the mesh that can logically be split into separate subtools. While it’s best to save this sort of work for when your mesh 's form and topology are mostly stable, you can always change it again and use detail projection to project detail from your existing model onto a new mesh. Since subdivision levels complicate working with other tools in Zbrush that change topology, like Dynamesh, Sculptris Pro, or IM brushes, fine detail sculpting should be thought of as a distinct later phase separate from mesh creation when your form is still being rapidly changed. If rendering in ZBrush, simply sculpt at the highest level of SubD required, then switch to the highest level for render. The more points active at once, the greater the performance burden. When sculpting, it gives you the freedom to work only on the highest level of subdivision needed for the level of detail you are sculpting at the time, as opposed to a high poly mesh at a single level of subdivision whose points are always active. If rendering in an external program you will need a mesh in this form to create the normal or displacement maps required to capture that fine surface detail. Zbrush has optimizations for meshes in this form, like displaying a lower subdivision level when navigating in order to keep performance high. Hello detail sculpting is best done on a mesh with a low-ish poly base and multiple levels of subdivision.
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