Hey,
I'm making a character in Zbrush from a base mesh I made in 3ds Max. The base mesh had fairly good topology and flow as I modelled it after references of humanoid wireframes.
I've divided it many times and it's now at about 20 million polygons since wrinkles etc. demanded it. In order to do this, I had to split it into different subtools and do the finer details one part at a time. In the process I had to sometimes pull it out into max to weld different parts together again when it didn't work in Zbrush. This somehow removed the subdiv levels, so I only have one subdiv level at about 20 million and the "restore subdivs" feature doesn't work because of some undefined error. It might be because the mesh may have to be closed, but I can't weld the different parts together or import them after welding them in Max because of memory issues.
The entire model is finished, but the different parts aren't welded simply because Zbrush can't handle importing a model and welding or simply just importing a welded mesh from Max due to memory problems.
I'm in what seems to be a dead end here. I can't weld it in a external program and then import it, and I can't import + weld an (from Zbrush) exported obj consisting of the subtools merged into one. Does anyone have any ideas regarding how to circumvent this? Maybe the only way is to take it into some 64-bit application like Mudbox, do the welding there, and then import it into Zbrush?
My system has a lot of RAM, in fact more than 20 GB at 1333 Hz (can't remember the exact number) plus a some 30-ish GB assigned to virtual memory, though I'm aware that Zbrush as a 32-bit application can only use 4 GB. I also put the memory slider at 4096 MB, of course.
Thanks in advance!
Replies
You might also try ZRemesher to recreate the lowpoly topology.
If you are modeling for games if you are modeling for stills sculpt also I doubt the viewer is interested in the patterns of pores in the skin like you or I might be ... I just learned myself: After sometime detail starts to give diminishing returns beyond 16 Mil thats like 4096x4096(4096 Squared). Of course you can have separate maps for separate parts of the body...
Taking into account your final map size also means your micro details won't show up as clear as you wished them to be. You could skip micro detailing in the sculpting stage and do it in the texture, overlaying your details in your normals will yield pretty much the same result without the hassle of working with such dense topology.