![]() ![]() You can swap sculpt objects between the 2 by exporting OBJ there is also a GOZ addon for blender which automates this process so you can switch between the 2 programs quickly without worrying about exporting. There are some pitfalls in blender about multi-res sculpting so be sure to check the forums and google about it so you learn whats causing problems and whats missing.Ībout whether to use Blender or Zbrush if you can afford zbrush you should buy it and use it. So if your goal is to develop your digital sculpting skills, ZBrush is the way to go. Blender has decent sculpting tools but ZBrush remains unmatched in that domain. So youll still need Blender (or another general 3d application) for many tasks. ![]() So you need to switch to multi-res sculpting or subdivision level based sculpting (zbrush). While Blender is a great general 3d package, ZBrush is a more specialized tool. Other software like sculptris also have this issue. This issue in dynamic topology sculpting is a global problem because of how the system works. Working this way you can go beyond the limit/lag 800k x 4 = 3.2M Spliting each part will ofcourse have problems with full body models because of seams but it is expected that you retopo the model and switch to multi-res sculpting. However this does mean you need to either split your model into multiple pieces (head - torso - arms - legs,etc) or control the topology subdivision and make sure you have high density only on needed areas. Hello Luc about your lag issue the maximum triangles you should work in dynatopo is between 500k - 800k depending on the machine. Learn ZBrush - Ultimate Course 4 Beginners/Intermediate.
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