Hello there,
I'm quite new to zbrush. I realized that my scene in zbrush (humanoid character) is quite large. This is giving me an issue that whenever I use the dynamesh even at the lowest value the mesh just gets too much heavy. Is there any way to get a lower polycount at dynamesh by maintaining the same scene size?
Thanks!
Replies
Just search his name and gumroad
If you are worried about the scene scale then that would suggest you started the model off in an app like 3DMax, and then imported?GoZed the mesh to zB. That being the case, expot/GoZ the unified version of your model back to the 3D package, and play with the export settings (at the bottom of the tool menu) until your zB copy is the right size and in the right position in the other application.
- Either your project is 100% Zbrush, in which case you should embrace the limitation of the program and work directly at the scale it expects. Which is ironic since by definition 3d files do not have an intrinsic scale, but that's the way things are with Zbrush.
- Or, your project is games or films-oriented (or anything else with a practical use outside of raw sculpting really) - in which case you should absolutely *not* bow to the Zbrush quirks, and instead adopt the proper scale that the project itself requires directly in the actual authoring app (Max/Maya/Blender), and make sure that you can properly close the export/import loops in relation to the final outcome of the model (game engine, offline render, 3d printer). In these cases the Zbrush scale should be the absolute least of your worries.
And then for any sculpting that is needed, maybe have an alternate version of the model in the master scene at the scale Zbrush expects, or some clever export settings, or whatever works for you when it comes to re-scaling inside Zbrush using some script or plugin. Basically considering sculpting for what it really is : an extremely minor aspect of the final look. Ideally you should be able to set something up that works for both environments (final export and sculpting) ; but if not possible, the priority should be given to the engine export rather than to the sculpting one.
This is especially true when working within a team, as assets having been done without care for these things tend to cost dozens man-hours down the line, with models having to be rescaled after the fact or even rebaked/redone. The problem often comes from overly enthusiastic artists without much modding/game engine/real world experience wanting to jump straight to sculpting on day one.
Anyways, good luck.
Make sure all subtools are unmasked.