| Tips on Hollowing High/Z Resolution Meshes [message #4501] Tue, 19 May 2009 11:34 UTC |
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Hey guys.
So I'm one of "those guys", aka ZBrushers (I'm not alone here I know that!? ) and I was wondering if anyone had any tips on hollowing out a high resolution mesh to reduce cost size. This is fairly easy to do with low resolution ones, but the higher one because of the face count become a real pain and my system starts to freeze and isn't able to handle it.
Is there a way to do this in ZBrush easily after the mesh is finished? I use Maya so it's really resource dependent on high messes and will probably freeze if I attempt most of mine. Cheers!
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| Re: Tips on Hollowing High/Z Resolution Meshes [message #4513 is a reply to message #4501 ] Tue, 19 May 2009 21:29 UTC |
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Hi again akeno, there is a way to do this in Zbrush but it's fiddly
Basically you mask the whole mesh and then extract it with a very thin thickness
Hide the outer mesh and using tools>deformation>inflate 'push' the mesh inwards
You'll need to smooth parts out and do some cleanup etc it makes it easier to see what you're doing if you hit tools>display settings>double
basically unhide the outer shell and you're left with a hollowed tool;)
Otherwise you can 'push' a low res version in maya with inverted normals inside the high res exterior to create the same result but with less polys
Good luck
R
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