If that doesn’t convince you, I should also mention you gain finer sculpting control on a mesh with multiple levels of subdivision. If, however, you push too far and end up with a super dense mesh at a single level of subdivision, you’re going to be relying on many of those tools to get you back down to a manageable level, and they may now struggle with your mesh.If you have multiple subdivision levels, you can throw those tasks a lower res version of the mesh easily. You will be able to sculpt easily on a much higher resolution mesh than CPU-intensive tasks like Decimation or ZRemesher can comfortably handle. Not every tool plays by the same rules.High poly meshes will perform poorly when being posed, or unwrapped for UV Layout.If you intend to do these things, you will eventually need what I describe for the best results. Important functions like Transpose Master, and texture creation and export are designed around the idea of a mesh with a lower poly base and multiple levels of subdivision.You may very well, however, work yourself into a trap if you continue to work on an increasingly high res mesh at a single level of subdivision.Ĭlick to read about the trap-condensed for thread readability ![]() After a certain point, Dynamesh is no longer required for frequent surface remeshing, but additional subdivision levels will be required for the finest detail. If you understand and are comfortable with Detail Projection in Zbrush, you can switch between the two modes of working at will, and don’t give up any real freedom. But in this case you wouldn’t need especially fine detail either because a 3d printer is unlikely to capture it. This may be fine if you’re working for 3d print and have no topological or texture concerns. ![]() You will not reach ZBrush’s upper polygon and sculpting potential relying solely on Dynamesh. It was never designed to replace a multiple subdivision level process for sculpting fine surface detail, but rather to give users flexibility over when and how to enter that process. I don’t expect additional Ram (assuming you’re already at the recommended) would significantly improve the tool for purposes outside what it was intended for. If it does prove necessary, you can simply repeat the above process.ĭynamesh speed is a function of CPU. ![]() Fine surface detail doesn’t tend to distort the mesh that drastically. By the time it starts to become impractical to use, the need for re-meshing due to drastic changes in form should be minimal, and its use becomes more situational. Subdivide this subtool up the level required to hold the incoming detail, and project the detail from the original onto it.ĭynamesh works best at medium to medium-high polycount to establish mid range form and detail. If you have a high poly mesh with no subdivision levels, you can transition to a multi-SubD mesh by duplicating the subtool, then use Zremesher on it to create a new low poly base with reasonably clean, well-distributed topology. Additional levels of subdivision, up to the practical limits of the system, can be added for increasingly fine detail. You would likely have to do this anyway for best results if planning on posing a mesh or exporting textures for it. You should transition from working on a high poly mesh at a single level of subdivision, to working on a mesh with a lower poly base and multiple levels of subdivision to sculpt fine detail. If you are free to adjust the scale of your mesh, you may try using Tool > Deformation> Unify on it to restore it to an average working size to see if there are scale related issues.īeyond that, though, if you’re having trouble capturing fine detail on a mesh in the Dynamesh process, you’re probably working outside of its intended range of usefulness. Likewise objects that are too large may begin losing detail (read the CTrl-Mouseover help tip for the resolution slider). Objects that are abnormally small (actual size, not simply zoomed out) may have trouble capturing enough detail even with a maxed resolution slider. You seem to already be aware that the mesh’s size in the Zbrush worldspace can affect Dynamesh performance. ![]() If increasing the resolution slider is no longer getting the job done, a change in strategy would serve you better than a change in hardware here. This limit will vary with the mesh and the system. Hi is a limit for how much detail Dynamesh can capture, although you may hit a performance wall where it simply takes too long to be practical before that happens, particularly if Projection is enabled.
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