How to show your polygon count instead of point count in ZBrush

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  • čas přidán 11. 09. 2024
  • A quick tutorial showing you how to change the pointcount at the toip =of your screen to show you polygon count instead of points.
    #zbrush #zbrushtutorial #zbrushpolycount #polycount
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Komentáře • 18

  • @danielparis4081
    @danielparis4081 Před 3 lety +3

    I love your quick tutorials where you cover things no one else covers. You clear up great points too. Thumbs up.

  • @DeSommeil
    @DeSommeil Před 3 lety

    very clear tip ! thanks

  • @radarome
    @radarome Před 2 lety +1

    thank you!!

  • @subratmaity2248
    @subratmaity2248 Před 2 lety +1

    Thanks sir

  • @lowerastral1963
    @lowerastral1963 Před rokem

    So, is there a difference between choosing triangular polygons as to regular polygons? I mean, is one better to work with than the other, and, if so, which one is preferable? Thank you for this tutorial. It was simple to understand and goes right to the point without wasting the time of the viewer who, like me, is trying to improve my workflow. Big "Thumbs up!" from me.

    • @SeanForsythTutorials
      @SeanForsythTutorials  Před rokem +2

      So effectively ZBrush works in triangles. If you think about it, a four sided face (or quad) is just made up of two triangles, so ZBrush can handle that as well. It can't do anything other than triangles and quads though. Most other apps WILL allow you to have ngons (as many sides as you want), but in general for most 3D apps you want to use quads. They tend to deform better, smooth better, andare generally easier to handle and work with smoothing algorithms across all 3D packages. Having said that - Dynamesh uses a mixture of both, and that's because it's primarily used for just blocking out shapes, where you're not overly concerned with fine details and you're not expecting your dynameshed mesh to be your final mesh. The ZRmesher tool will always give you auds, which work better in other apps and smooth better inside ZBrush also. So the typical workflow is to block out your forms with Dynamesh (a mixtures of triangles and quads), and then convert that mesh to just quads using ZRemesher once the main forms are in place. I have another tutorial here (czcams.com/video/uj4cJgTV0mI/video.html) on converting your dynamesh geometry to a ZRemeshed geometry with subdivisions while maintaining your details, which will then allow you to easily unwrap the first subdivision for texturing in another app if you want to do that. Hope it helps! If you've any other questions, feel free to ask.

    • @lowerastral1963
      @lowerastral1963 Před rokem +1

      @@SeanForsythTutorials Thank you, Sean. Very helpful. I am definitely going to watch the linked video. I have a lot to learn, still.

    • @SeanForsythTutorials
      @SeanForsythTutorials  Před rokem +1

      @@lowerastral1963 No problem! Am here for you if anything is unclear.

    • @blaisegauba
      @blaisegauba Před rokem +1

      @@SeanForsythTutorials Thank you!

  • @Vorpal_Wit
    @Vorpal_Wit Před 2 lety +2

    Very handy. For some reason the Total Polys Count doesnt seem to actually work - it doesnt give a number.

  • @ZephrusPrime
    @ZephrusPrime Před 2 lety

    WINNING!!

  • @tlilmiztli
    @tlilmiztli Před 3 lety +1

    I didnt checked it yet but maybe total polygons count works with more then just 1 subtool? Just idea. Thx for the video!