MobyTheDuck Posted October 9, 2017 Share Posted October 9, 2017 Sorry if this is the wrong place to ask, but its something I've been struggling to learn. I wanted to sculpt models to generate the normals based on them, but I cant find a way to smooth them without heavily changing the model itself. I know how to use Blender and know the basics of Zbrush. Its the only way to subdivide the model until the brushes can put enough detail or should I just skip that and try to learn Substance Painter? Link to comment Share on other sites More sharing options...
[DE]Grzegorz Posted October 9, 2017 Share Posted October 9, 2017 Maybe these will be of any help. Link to comment Share on other sites More sharing options...
fredaven Posted October 9, 2017 Share Posted October 9, 2017 "Its the only way to subdivide the model until the brushes can put enough detail or should I just skip that and try to learn Substance Painter?" yep. thats how its done. bring in LP-. and Sub-D til kingdom come. Link to comment Share on other sites More sharing options...
MobyTheDuck Posted October 10, 2017 Author Share Posted October 10, 2017 2 hours ago, fredaven said: "Its the only way to subdivide the model until the brushes can put enough detail or should I just skip that and try to learn Substance Painter?" yep. thats how its done. bring in LP-. and Sub-D til kingdom come. Guess I got to get used to it then. Been trying to do that so I got the Zbrush 45 day trial, but it 'finds a problem' and closes itself randomly. No idea what could be, reinstalling didnt help, so I can only assume its overloading. Link to comment Share on other sites More sharing options...
fredaven Posted October 11, 2017 Share Posted October 11, 2017 Split the model in pieces Link to comment Share on other sites More sharing options...
Stenchfury Posted October 11, 2017 Share Posted October 11, 2017 Yup, subdivide the model a few times; I usually go until it's 4-5 millions, so you'll have enough for sculpting details. If you are getting crashes consider writing to the support, they are usually quite friendly. Link to comment Share on other sites More sharing options...
Kalimando Posted October 12, 2017 Share Posted October 12, 2017 With blender you can bake using a cage to the original topology (in other words, keep the original mesh, and edit a high-poly duplicate). No UV required for the highpoly but you would need to make sure all of the sculpt is above or below the original topology to have a normal which works right. (This method probably takes 5-6 times longer than Substance Painter since its a lot of trial and error) As for subdividing remember that it only takes around 5 subdivisions to go from a 6000 triangle mesh to an 8,000,000 triangle one. Going to crazy with it will cause problems for even the most robust of editors. Link to comment Share on other sites More sharing options...
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