ZBrushCentral

How does everyone manage to keep file size so low.

Hi guys,

I am working on a very detailed model with no more than about 20 subtools, each subtle is about 3 million poly’s roughly. My file size for the project is at 1gb. Which Ive come to learn can be problematic for brush, I get files not opening sometimes, or subtle going missing, So I remember reading somewhere that it’s advisable to keep projects below 1gb.

My project is already at 1gb, and i’ve not even finished adding details and ploy paint, or Uv maps etc.

So my question is, How on earth is everyone else managing to make these super detailed and beautiful sculpts and not exceed 1gb in file size. I could use decimation master I know, but this project is to be animated, so I need nice clean topology.

what solutions or suggestions can you guys offer.

Thanks in advance.

Here is the model so far

Attachments

Screen Shot 2015-06-18 at 11.37.52 AM.png

File sizes between 500mb and 1gb for large projects are not uncommon. Don’t save your Undo History unless you specifically need it, and in that case you may have to take special measures. In large multipart project files Undo History will explode the file size. Don’t save a .zpr if you’re only working on a single tool. Just save the tool instead. You should only really need to save a project file if you’ve started to set up a scene and have custom materials, etc. Remember, a project file saves every tool you’ve created or imported into it, not just the active tool.

I’ve not encountered problems loading ZB files, but I seldom exceed a gb in file size. I’ve seen an uptick in the number of people reporting problematic file sizes since the release of the 64 bit version. Im not sure if there is some bug at work, or if people have just gone crazy with the 64 bit version and abandoned file discipline, something the 32 bit version of the program would have enforced with practical Ram limits.

thanks Spyndel, I’ve taken all of thos factors into consideration, I am not saving undo history, I’ve saved out my ztool, so it save sall my subttols without any excess nformtation, but even the ztool is just over 1gb. Im not surprised its at this size based on the fact that most of the tools are in the millions of polys, to get high detail.

My question is, what trick am I missing, that everyone else seems to know, How do you manage to stay within 1gb and still get all the detail on your model, I can’t see how it’s possible with my. If i delete some of my subdivisions, I reduce my file size, but my model doesnt have the same amount of detail that I’d like.

thanks Spyndel, I’ve taken all of thos factors into consideration, I am not saving undo history, I’ve saved out my ztool, so it save sall my subttols without any excess nformtation, but even the ztool is just over 1gb. Im not surprised its at this size based on the fact that most of the tools are in the millions of polys, to get high detail.

My question is, what trick am I missing, that everyone else seems to know, How do you manage to stay within 1gb and still get all the detail on your model, I can’t see how it’s possible with my. If i delete some of my subdivisions, I reduce my file size, but my model doesnt have the same amount of detail that I’d like.

In that case, I’m not sure whats going on. People have successfully worked on models of that level of detail for years prior to the 64 bit version. The 64 bit version is still officially beta software. Perhaps limit yourself to the 32 bit version for the time being which will force you to make more economical decisions on polygons, but should still produce tested and workable file sizes.

Optimize geometry where possible by fusing meshes with dynamesh, and Zremehsing into multiple subdivision level tools. Use Projection to capture detail from high rez meshes onto fused, remeshed objects. Save files with subtools at lower levels of subdivision instead of the max.

With the amount of detail that you’ve got on the model you should be able to make it all about 2 million polygons. Reproject it, you’ve subdivided it too much.

You can’t see it in the pic I have attached, but the clothing parts like the leather jacket and chest pieces all have stitches etc, once I lower the subd, the stitches don’t look as good, you can tell that the mesh needs more resolution.

i will try a few tests and see how re projecting works out, this is really perplexing me, you say I can do this whole model within roughly 2million polys. Interesting.

2 million polys would be a bit extreme, in my opinion. But there’s nothing there visually that suggests to me that you should be having the sort of file size problem you’re reporting with reasonable polygon economy.

Ok, so Im adding some pics to better illustrate my point, maybe someone can see something in my modellng that I am missing.

Image 1- This is the big poly detail, Even at 4million Polys, i still get facets in the mesh, the model does not need to be close up so it’s fine for now.
Screen Shot 2015-06-23 at 12.12.13 PM.png

Image 2- This is the same mesh, showing the topology, so in order to get he level of detail I need in this mesh, I’ve had to go to 4million Poly’s. which is fine. But all these Polys for like 20 something subtools adds up, and brings my file size above 1gb, so I don’t get how so many people keep such low file size with all this high level detail.

Screen Shot 2015-06-23 at 12.12.38 PM.png

3- this is the Zremeshed model, showing the same level of detail, still at 4million Polys.
Screen Shot 2015-06-23 at 12.14.00 PM.png

4- This is the topology flow.
Screen Shot 2015-06-23 at 12.14.18 PM.png

This is my point, you don’t need that many faces. :wink:
ki.png

thanks for responding Djdor, If you wanted to start scultping in pores and wrnkles etc on the mesh head you have there, you would be able to do that on your current mesh with 400000 polys?

So why does it take me up to 4million to get the same detail, if i reduce the amount of faces as your suggesting, then I lose the detail I have. no? How are you able to do it 400000,

I think he’s comparing a head mesh with 400k polys to your full body mesh where you have 4 million polys distributed across the entire figure. That’s not quite the same situation.

4 million polygons for a full figure isn’t really outrageous at all by zbrush standards, although you should always try to optimize your base level meshes to deliver more polygons where you need them and away from areas you don’t.

The fact is, I don’t know whats going on in your situation. There’s almost certainly room for optimization in your file, but it shouldnt be giving Zbrush trouble. I just loaded a close to 2gb file with 60 subtools and over 80 million combined polygons in zb4r7 64 bit without issue.

Obviously this will vary by system capability. I think at this point it would be helpful for you to specify what OS, and what Zbrush version you have, as well as your amount of ram. It may just be a system limitation requiring you to be more efficient.

Thanks Spyndel, as usual, always on hand with good advice.

My system doesn’t really have an issue handling he file, it runs pretty well with the occasional lag, it’s not so much a system issue here as more of an educational one. I’m just curious as to why my meshes always seem to rocket into the millions for smaller details.

I’m open to sharing my file if anyone is interested, maybe its a bad topology issue, maybe someone can spot something I can’t. I think maybe i’m just not optimisning my meshes in the best way. Which becomes a pain when working on high detail meshes which expolde file size.

For the record though, I am using zbrush 4R7 64 Bit, on a Mac mini late 2012, with 8gb or Ram with i5 processor.

Sorry, I thought you said zbrush was having trouble opening the file. If you just want general advice on how to keep file size down, I’ve already given some points.

If working with multiple subdivision level meshes, eliminate geometry at the base level where it isn’t needed, and add it to high detail areas, like faces. Split anything that doesn’t have to be worked on at the same time off into a subtool, so there are more polygons available to go to a subtool that needs it. Use dynamesh to fuse together objects where applicable to save on surface area. Zremesh to get better distributed polygons. You can use the polypaint feature in the ZRemesher menu to paint areas where you want higher poly density at the expense of areas where you don’t need it. In a pinch, use HD Geometry (although this should be a last resort).

Become comfortable usingprojection. This is how you can remesh something without losing any previous detail.

I thought it was 4 million polygons for the head. Yes a fully detailed figure would be around 30 million polygons. I can’t help but to still think looking at your entire model that with the amount of detail you got on it you could easily cut your 4 million polygons by half if not more. Actually…

I am working on a very detailed model with no more than about 20 subtools, each subtool is about 3 million poly’s roughly.

That is 60 million polygons. You could make a model as detailed as the one that you’ve got with a tenth of that. I’m on a laptop and I can’t handle more than 10 million polygons before things start to slow down. Your computer clearly can’t handle 60 million polygons and frankly neither can you, make each polygon count, you don’t need that many. :wink:

Oh and pores and fine details come last, got to work on the big forms first. A good way to proceed from what you’ve got is to z remesh the model then reproject what detail you’ve got to the model with better topology. Actually I think a good practice for you would be to force yourself to stay under 5 million polygons. It’s easy to get lost among fine details.

Z remeshing a 60 milion polygon model though, even if the parts are split up would take some time. I would merge all the subtools then decimate the model down to about 1 million polygons then make a copy of it and z remesh it. Then reproject the detail back from the 1 million polygon model to the low polygon one. Then try to finish the model, everything should run much smoother.

Mmm great advice, I’ll try that, Its sometimes difficult to find resources when your not fully sure of what the question is. I think maybe retopoing is the answer and your suggestion about projecting the details. I like the idea of challenging myself to stay within a certain amount of polys.

I’ll give it a go, thanks so much for the information guys, Can’t tell you how much I appreciate the knowledge.

Just in case noone said it yet.
Delete all morph targets.
If you are working on very high rez meshes at their lowest sub divide your file size will be bigger so zremesh those meshes and project the detail from the high mesh onto a high sub div of the new remesh. Reduce all meshes to the lowest level and then save your ztool (not project as has been said).