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monarts
08-26-2009, 06:01 AM
Hello all...
This is a common query for all those who use mudbox or ZBrush. I am new into sculpting and I would like to know usually how many levels of subdivisions you use when you sculpt in mud box or zbrush? Or what should be the poly count to make a fine detailed model? In my case my system is hanging after it reaches around 5-6 levels of subdivisions. (approximately 2 million polygons). Is it enough to make good sculpting? Or any other solution to sculpt a high res model without slowing the system?I think my systems configuration is not so bad. Another thing, if I draw a thin line using sculpting brush in mudbox, in vertical its coming perfect but in horizontal is a kind of dotted or not continuos. Is there any solution for these issues? Hope somebody can help me on this..
Moncy

soulburn3d
08-26-2009, 08:14 PM
Hey there.

While there's no firm answer, I've usually found that about 2 million polygons is good to get some basic small bumpish type texture. 8 million will get you very fine pore detail.

As for your second question, the original mesh, are the faces really long and thin? Ive seen issues like that before if your original faces aren't pretty close to being square. I always make sure that the faces of my lowpoly mesh are as square as possible to avoid artifacts.

Hope that helps.

- Neil

monarts
08-27-2009, 03:47 AM
thank you so much for your response. i will check my base mesh. perhaps its not in proper form...thanks again...

oglu
08-27-2009, 07:11 AM
it also depends on your basemesh...
in some areas you need more detail, for example around the eyes...
and less detail on the back of the head...
have this in mind when you model the base...

most of time my sculpted heads are less then 1mio... (no pore detail or fine wrinkles)...

monarts
08-28-2009, 04:22 AM
very nice tips... seriously...this is really helping. please share your ideas...

DarthWayne
09-01-2009, 11:43 AM
The ammoun to f subD level depend son the polycount of your base mesh. I regularly use bvases of les than a 100 polys (last ngihts was 64 polys), while others prefer to use bases with 10,000 or more. Each level multiplys your polycount by 4.

Mudbox will be able to be pushed a lot further the lower your base mesh polycount is. Aim for square even quads where possible and avoid ike the plaugue overly long stretched ones. (To see why try subdividing a mesh with elongated polys in any app and take a look at what happens.) In the same way that you can sculpt over an all tri base..you 'can' but its a bit harder and more prone to problems. Most subD algorythms do not like tris.

Wayne...

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