Home » Support » 3D Design » Tips on Hollowing High/Z Resolution Meshes
Search Search  
Show: Today's Messages    Show Polls    Message Navigator
Tips on Hollowing High/Z Resolution Meshes [message #4501] Tue, 19 May 2009 11:34 UTC Go to next message
avatar akeno  is currently offline akeno
Messages: 114
Registered: May 2009
Go to all my models
Senior Member
Hey guys.

So I'm one of "those guys", aka ZBrushers (I'm not alone here I know that!? Smile) 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!
Re: Tips on Hollowing High/Z Resolution Meshes [message #4513 is a reply to message #4501 ] Tue, 19 May 2009 21:29 UTC Go to previous message
avatar daddymack  is currently offline daddymack
Messages: 157
Registered: August 2008
Go to my shop
Senior Member
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

 
   
Previous Topic:inverted normals in rhino
Next Topic:inverted normals in rhino