Member Bin Posted November 24, 2011 Member Report Share Posted November 24, 2011 Hi people, I'm a little confused about the workflow here. 1 so, I got my sculpture mostly done in voxel room, retopoed into good edge flow; next, I want to add finer surface detail so I used "merge into scene(microverts)", set up polycounts and go to paint room to refine. but, then I realized the polycount was not high enough for all the small wrinkles, so can I make it higher res like subdivide in Zbrush? 2 additionally, if some bigger shape change need to be adjust, is there a way to go back to voxel room? or I can only use the Sculpt room to move stuff around a bit? 3 when sculpting in voxel room, even surface mode gets slow with a big brush and high polycount. so I was wondering, how "refined" in voxel room people usually sculpt? thank you for your time and patience Quote Link to comment Share on other sites More sharing options...
Moderator Daniel Posted November 24, 2011 Moderator Report Share Posted November 24, 2011 Hi Bin, 1. First of all you must realize that in the Paint Room you actually paint the details as displacement or/and normal map texture. So, the resolution is determined by texture's resolution that you choose in the prompt window (the higher the resolution the finer small details will be). That means you don't have to subdivide the mesh actually. The carcass resolution is mesh' resolution that you see in the viewport. The problem may be in that you don't see the detail high-res enough. Well, you may try View->Adjust Subpatching->Show polygons as is (checkbox). 2. Will answer more detailed soon... 3. If you have such situation try this: Quote Link to comment Share on other sites More sharing options...
Member Bin Posted November 24, 2011 Author Member Report Share Posted November 24, 2011 Hi Bin, 1. First of all you must realize that in the Paint Room you actually paint the details as displacement or/and normal map texture. So, the resolution is determined by texture's resolution that you choose in the prompt window (the higher the resolution the finer small details will be). That means you don't have to subdivide the mesh actually. The carcass resolution is mesh' resolution that you see in the viewport. The problem may be in that you don't see the detail high-res enough. Well, you may try View->Adjust Subpatching->Show polygons as is (checkbox). 2. Will answer more detailed soon... 3. If you have such situation try this: thanks a lot, Daniel the carcass resolution does make a big difference. but, just a little test I did, using same default sphere, with different initial polycount at 4M and 0.5M, all other settings the same(4k map, show polygons as is) in the image I attached, the higher polycount(left) have much finer edge. So, even with same texture resolution, the polycount still makes big difference? then can I increase it? :P and I tried to crank up the subpatch degree, it helps increasing resolution into certain degree, but later, no longer how big the number is(like 128), there is no difference? ----------------- the proxy mode definitely is a time saver thanks Quote Link to comment Share on other sites More sharing options...
Moderator Daniel Posted November 24, 2011 Moderator Report Share Posted November 24, 2011 Try to export textures from both cases (4M and 0.5M), and look whether they are the same. I'll make some tests too. thanks Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 24, 2011 Advanced Member Report Share Posted November 24, 2011 Under MV mode, a ~4M is OK for a 2k texture map. For a 4k map go as high as you can. ~16M. Similar as in zbrush. It's vertex painting after all. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.