Not enough polys... :(


#1

I am creating a model where I originally imported the full model to Mudbox and started detailing. Now, I’m at the point where I’ve realized I don’t have enough resolution to do the fine detailing on the face without getting artifacts.

Is there ANY way I can get rid of most of the model and not lose the sculpting I already have (many hours worth, though it’s my first mudbox model, so I could probably recreate it in much less time - still, though…).

I’m right now at 16 million, which would be plenty for only the parts I really NEED detailing on, since most of the body is hidden in clothes. And yes, I know realize I should have created UV’s for the parts I needed detail on and just sculpted those, but I thought that I could use local subdivisions and not have to worry about it. Alas, that doesn’t work in 2010. :frowning:

So, suggestions?

All I really need detail on is the face and the hands. I’ve also abandoned the animation of the character, so the mesh doesn’t stricly speaking have to be a single mesh in 3DS any more.

L.


#2

Open your original lowpoly object in any 3d program and delete everything except the face (you could also retopologize the face using e.g. Topogun). Save the face object as a separate obj file. Now you have to transfer the details from your highres sculpt back to the lowres face object. Unfortunately, I have no idea how to do this in Mudbox since I’m using Zbrush myself, but this should be possible in Mudbox also. Just search the help files for “transfer details” or the like.

Do the same for the hands which you probably should keep separate from the rest of the body also.


#3

I tried something like that but it didn’t work too well. Or really at all. I’ll have to give it another try. If someone has done this, I’d appreciate pointers.

What I’ve done is exported the Lvl0 sculpt to fbx, deleted all unnecessary polys (luckily the face is the only thing with meaningful work so far), reimported and tried importing the .mud as a layer, which should do it, but it’s not working, probably because of the missing polygons. :frowning:

I also tried applying the sculpt via a displacement map, which is also an option, figuring that the UV’s should be intact and the displace should use those to map the detail. Of course, this probably isn’t an ideal solution as the original mesh has 16 million polygons worth of detail, and the texture only has 4096^2 pixels of resolution, which is only just 16 million pixels in all.

L.


#4

export your low poly object.

create new uvs on it, unitize them and then layout…should be enough.

import new UVs.

Now export hiRes version with new UVs.

start a new scene, import the low poly obect, but with unwanted faces deleted.

subdivide it to the same subdivision level as the hiRes version.

import as layer and use UV method.


#5

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