Forum: Poser - OFFICIAL


Subject: OT Cool ,Defiance.

RorrKonn opened this issue on Apr 23, 2013 · 17 posts


AmbientShade posted Thu, 25 April 2013 at 10:53 AM

Quote - AmbientShade :
I model the base mesh in C4D about 3000 polygones.
in zBrush rase polycount to around 4 million .
4 millions about my limmit or it slows down zBrush.
on a Windows 8 - 64 bit ,Quad core ,8 gig RAM,500 Gigs harddrive ,Geforce GT 620.

You can go much hier then 4 million with HD Geometry up to a Billion.
But I'm good with 4 million.
Don't know about a Billion in C4D.

Holy crap 4 mil is way too much. You only need that level of resolution when you're painting texture maps, displacement maps, etc. HD geometry is for when you're sculpting fine details like skin pores and bumps. HD is only meant for working on small areas at a time. For sculpting your base form, before working on maps, there's no reason anyone should need to go above about 1 to 200K res, and even that is pushing it. When you're at millions, it completely distorts your base topology cause there's no way to know where your edges are.

Z-Brush is still just a 32-bit program, so it doesn't matter that you have 8 gigs of ram, it won't use it. I think it caps out at about 3 gigs. Maybe 4.

Try watching some of the tutorial vids on pixologic's site, or at eat3D, gnomon, etc. The lessons are done by professional instructors in the games and film industry. None of them go that high in res until they start working on painting and fine details. Cause all that detail is projected back onto the low-res game meshes, as long as the maps are done correctly.

 

~Shane