09 September 2013 | |
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Karen Hatlestad
Denver,
US
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Keeping it Low Poly
This is a question I've had for a long time but haven't been able to get the answer to. I recently began using Zbrush, and I use it to import my low poly models for more detailed sculpting. However, I've noticed that in order to get the sculpting effects I want, I have to turn up the subdivisions ridiculously high, which makes it difficult to bring it back into another software (such as Maya or Blender) to add hair, animation, etc., because it is very costly on my RAM. I have 16 gigs and may upgrade to 32, but I know this is still not the efficient way of getting the job done. It's also much harder to select and isolate which parts of the head I want the hair roots to begin since there are SO many vertices. I know it's more effective to keep the models at a low polygon count for most of the work that I do (and I'm sure that's what most of you do), but I'm just not sure how you would achieve this on a mesh where you're using Zbrush to sculpt in lips, wrinkles, etc.
Thanks so much for your help! |
09 September 2013 | |
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