Dilbert Dilweg wrote:
The land impact is not bad. 36 or 18 is decent. If you look at normal prim hair they can be upwards to 250 prims. So a 36 or 18 is fine. You are doing great to keep below the normal prim amount. Land impact should be somewhat equivelent to prim count. .... When you upload mesh. Sl converts your quads to tris. But modeling with quads are usually best.
Wouldn't the lag from having an object that LI be problematic? The original hair at 36 LI was 11k verts, so I was thinking that minimizing it was the best option. I've been told that a really well sculpted avatar can easily be done in under 10, so I couldn't imagine why a hair should be higher, if lag was going to be an issue? Please correct me on this if I'm off. I guess I don't understand the weighting well enough.
Thanks for the advice on the quads and triangles! That takes a bit of worry off my mind.
Rahkis Andel wrote:
Honestly, I wouldn't sculpt that kind of hair.
Actually, I don't think I've ever seen sculpted hair that looked good, except in the case of stylized cartoon characters where it doesn't need to be realistic. The very nature of using brushes gives a clay-like quality that just doesn't suit the shape of natural hair.
If you're going for an anime look, fine -- I've seen that done well -- but realize that those cases involved really talented and experienced people. Besides, for a ponytail, I'd probably reccomend not using mesh (at least not for the tail-end), since a flexi-prim would probably give more desireable results.
Also, if you're using 4r6, you should have access to zRemesher. That replaced qRemesher, so far as I'm aware and is much better.
Even those experienced and talented people started somewhere- I'd like to think for only having worked in Zbrush for a few weeks now, I'm not doing too poorly. Obviously, the more I work on my meshes, the better they become.
As for the ponytail, I'd like it meshed because I'm going to rig it to the body for a litte movement. I personally don't like the movement of flexi prims- they all move like sheer fabric. As time goes on, I'll play with rigging, and I'll be happy with the movement I find.
I've just started messing with a combo of zRemesher and Dynamesh** (correction from previous post). The combination seems to be doing really, really well for me. Thank you for the suggestion!
As a side, I was curious if anyone had also found a way to move the "seam" of a UV texture? Is there a way to move it, or do I just have to be mindful of it when sculpting?