Hey guys... so I'm trying to add another subdivision level to this model but zbrush won't let me. It says that I need to clear the previous ones or change the limit. I changed the limit.. and then looked and I had no sub levels to even delete.
![Capture.PNG](http://dl.dropbox.com/u/12914186/Capture.PNG)
Can anyone help?
Thanks
Replies
Okay so would you recommend breaking it into subtools? Also could you explain subtools? hahaha
So at the same time as making this organic tree, I'm also following that eat3d hard surface modeling tutorial. And he literally just got into using subtools and polygroups. So maybe you can help me understand what those are... and maybe if you have seen that tutorial... why/how he is using them?
The tutorial you're watching should give you a pretty clear indication of how they work. To be honest though, I've never broken a single continuous object into several subtools (usually I have subtools for seperate elements like eyes, clothes, etc), so I'm not sure if it would result in any seams across the surface when you try and bake a map from it. If it does, I'm sure the bark would be a pretty natural place to hide the splits.
If you're running into an issue like that at 12 million polygons, I think there is a density issue somewhere costing you a lot of wasted polygons. Now might be the time to retopologize the mesh. There are many ways to go about it, although since you no longer have any lower subdivision levels you may want to start by running the decimation master plugin on it so that you can get something lighter and easier to work with (I know on my computer, trying to run any kind of operation on a mesh that size would be inviting crashes).
The decimated version should preserve the surface detail, but wont have toplogy suitable for sculpting. So from there you can either retopologize it in zbrush or another program, or try running tools:subtools:remesh on the result (or dynamesh if you have z4r2) in order to get a mesh that has a more uniform consistency. Whichever method you choose, subdivide the new retoplogized mesh a bit and then use the project all button to transfer the details from the 12million sculpt (or the decimated version) onto it. You may even be able to capture the present detail with < 4million points.
I'll try that retopologizing thing right now and let you know how it goes.