i prepare low polygon game character but i have a problem.
How can i decrease or delete this polygons?
you can’t do this in zbrush, you’ll have to use the max polytools (you are using max right?)
You’ll need to do this in another 3D program such as Max or Maya or XSI or whatever… It’s usually best to build the low res mesh in one of those programs then import to zbrush since it handles high res mesh a lot better and is it’s original intent.
Rock on,
Select the edges you want to get rid of, loop the selection, hold CTRL, and click the verts button, let go of CTRL, go back to edge mode, hit the remove button, go back to vert mode, and hit the remove button again. It sounds harder than it is, really. There’s also a plugin called Polyboost you can get for under $100 (last time I checked anyway), and it has a button you can click to do that edge removal stuff I explained for you (it also does a LOT of other things, too).
Also, making a lowpoly object in ZB, and editing it another package, is a great way to do lowpoly stuff. It doesn’t always have to be the other way around. In fact, I’ve found doing the lowpoly base in ZB, and editing it in another package, makes for some great results.
No,no i used only zbrush for modelling
and this zb flat render ,
i add polygon count for max because i dont know zbrush poly counter
Will i decrease polygons in zbrush,if,how?
No, you will not be able to lower the polycount on specific areas in ZB. If you fix it in Max, then it’s easy. You can always export the mesh as an obj, import it into max and edit it there. Otherwise, your out of luck
Thanks all.
replica ,special thanks…
I can’t see how you do low poly in zbrush first but maybe that’s just me and my workflow. I can always layout UV’s and do better base corrections if I start out in another program plus I have better control of the mesh for deformations later down the road. Though I do know a good number of people that start out in zbrush and then move into a seperate package.
Personally I think it’s up to the user and what works best for them.
Rock on,
Precisely, kyphur. I still can’t make a human out of Zspheres to save my life, but making monsters with them is sooooo much easier. I used to use the same base mesh for every model I made, and it worked just fine. I could make just about anything with it, and with some editing in Max, it looked pretty good. There were some things I couldn’t make with it, though. Things like animals, and creatures with “cave troll-like” anatomy, etc. Zspheres make that type of thing for me much easier.
I was also surprised how lowpoly I could make those Zsphere creations. I made a “cave troll-like” creature that had about 1800 poly’s, easily low enough for most game engines. Yes, it took some editing in Max, but no more than removing a couple of edge loops that didn’t serve a big purpose.
Anyway, the point is, you are right, it’s up to the user. I was a Zsphere hater, till I learned some of the things they allow you to do. If base meshes is your thing, stick to it. I don’t thing either is wrong or right, as long as you get to make what you want with it.
About the only thing I can make out of zspheres are nice inanimate organic objects like trees. My humanoid forms come out o.k. and are exceptionally quick for a base mesh which I do have to give it that. But yeah, zspheres are something I’d like to get more used to using. I still don’t understand them fully but that’s my own fault from not getting to spend a whole bunch of time on with them. Mostly I mess around with premade meshes from Max or Maya.
But anyways, I’m tired and gonig to bed. G’night.