From the course: Sculpting a Creature with ZBrush and Photoshop

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Subdividing the mesh

Subdividing the mesh

From the course: Sculpting a Creature with ZBrush and Photoshop

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Subdividing the mesh

- Subdividing the mesh will allow us to create those wonderful high-frequency details. Here we'll go over poly count and how many subdivisions you need to make a successful render. So as you see here, I've got my character and I have some really base remeshing done to every single object in my layers stack, but now what I need to do is take these a little bit further using subdivisions so that I can get some really nice detail in these characters. So, I have the body selected right now and what I wanna do is go ahead and drop down into the Geometry tab and click the Divide button. Usually what I'll do is I'll look at my active points and I'll try to get that up to about 2 million, 3 million, and this is usually a good place for me to start. I have my Damien Standard brush selected. I just want to see what kinda detail I can throw into these areas with the topology that it has. So I'll do a little bit of marking, then I'll zoom up in there. You can see that there's a little bit of…

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