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  • too many faces

    Posted by Thomas Williamson on March 9, 2011 at 7:06 pm

    Hi there! I’ve sculpted an object on Zbrush and imported it into C4D, where I’ve done some work on it too. Problem is there are far too many faces on the object and it is taking far too long to process anything I do, especially as I want to animate it now.

    Is there a way of reducing the number of faces on the object? Like the opposite to subdividing? Any help, much appreciated!

    Adam Trachtenberg replied 15 years, 4 months ago 2 Members · 3 Replies
  • 3 Replies
  • Adam Trachtenberg

    March 9, 2011 at 8:18 pm

    You should generate a displacement map from ZBrush and export the low resolution geometry. Apply the displacement map with subpoly displacement to your model in Cinema. Much easier if you download the GoZ plugin from Pixologic.

  • Thomas Williamson

    March 9, 2011 at 8:37 pm

    Thanks! I know Zbrush has the GoZ option on it, but I’v never tried inserting a displacement map…any tips?

  • Adam Trachtenberg

    March 9, 2011 at 9:16 pm

    GoZ comes with a pretty good guide. The non-GoZ version is a bit too involved to explain here, but generally you just lower subdivision level to 1 in ZB, create a displacement map, export the map as a bitmap, and export the level 1 model. Then import the model, add a material with the bitmap loaded in displacment channel, and away you go.

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