Hi everyone, I'm new to polycount and I don't know if this is the right forum to ask this question, but I'll give it a shot.
I just started trying out ZBrush and I encountered a problem, the mesh on the eyes (eyelids, particularly the upper lid) is twisted and unclean. I tried to Zremesh multiple times using different settings, but I'm not getting that clean uniform mesh I'm seeing in a lot of professional topographs.
Thanks in advance!
Replies
In the case of the eyes it would be concentric spans that follow and mimic the underlying obicularis oculi muscles.
If you sculpt high enough(polycount) on any kind of topology you can get any forms you want, but this requires experience of sculpting.
I highly recommend starting with a very low base mesh if you're just beginning. I have been sculpting in Zbrush for many years and I still stay on a very low res head basemesh for maybe 80% of the sculpt, using mostly move brush and claybuildup at a very low intensity to establish the primary forms first and foremost. This is the most important part of the sculpt as it is the foundation that the secondary and tertiary forms are reliant upon. The mesh you are using is far too high and(as you've discovered) will only end up frustrating you no end as you will have great difficulty with the forms.
This is a sculpt I did a while back:
And this is the process I used. As you can see, the original basemesh is just a blob. The second from the left is where I stay for most of the sculpt, even returning to that level to tweak right into the late stages of detailing. This is the power of using sub-div levels over dynamesh.
And here you can see the eye details. The forms are much easier to achieve because my base topology already has the natural edgeflow in place. I'm not constantly fighting the topology.
A very brief answer : for game characters, I've seen pro's go as high as 100k for AAA hero characters, so maybe it might be safe to say, at this point in history, that is about the tops? You can probably work between 10-50k to hit most modern game performance/aestheticc needs.
Just to clarify on my post up top. My reason for advising you to use a much lower res base mesh to sculpt on had nothing to do with in-game triangle count. It was purely as a method of sculpting.