Cant go past level six subdivision level


#1

Hi,

I am trying to detail my base mesh in mudbox, it will get up to level 6 on this mesh but no higher before running out of memory . I cant get enough detail at that level. Its a human face so I am trying to add skin texture and wrinkles. My base mesh is only like 2000 poly’s. When I try subdividing mudboxes base head mesh it goes up to level 7 before running out of memory. Does anyone have a solution please.

Here is my systemspecs

OS Name Microsoft Windows XP Professional
Version 5.1.2600 Service Pack 3 Build 2600
OS Manufacturer Microsoft Corporation
System Manufacturer MICRO-STAR INTERNATIONAL CO., LTD
System Model MS-7181
System Type X86-based PC
Processor x86 Family 15 Model 12 Stepping 0 AuthenticAMD ~2009 Mhz
BIOS Version/Date Phoenix Technologies, LTD 6.00 PG, 2/27/2007
SMBIOS Version 2.3
Windows Directory C:\WINDOWS
System Directory C:\WINDOWS\system32
Total Physical Memory 2,048.00 MB
Available Physical Memory 1.26 GB
Total Virtual Memory 2.00 GB
Available Virtual Memory 1.96 GB
Page File Space 3.85 GB
Page File C:\pagefile.sys

Video Card: ATI Radeon HD 4650/AGP 1 GB DDR2/128 bit


#2

why in the world do you need 30 million polygons for a head? i think you can’t expect that with only 2gb of ram…mudbox alone needs over 2gb when handling such a dense mesh.


#3

jepp you need more ram… i recommend a min of 8gig…


#4

I see also that you’re on 32bit. You’ll need a 64bit OS to access more than 3gig (if you enable the 3gig switch). I can get up to about 10million on a 4gig 32bit system.

Perhaps instead of sculpting the skin detail you could try using a bump map.


#5

thanks for the comments. I am new to mudbox so if there is a more efficient way to get more detail at lower levels please tell me.I know I have a outdated computer, but I have to make do with what I have until I can a upgrade.


#6

Try painting on Normal Maps (or create one, just like you would with diffuse). With normals you can simulate fake detail on low polygon surfaces, much like bump only better.


#7

posted in your older thread…
http://forums.cgsociety.org/showthread.php?f=221&t=886090


#8

the work around is hide the polygons you dont need for faster performance.


#9

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.