Written by LetterRip the 19 Nov 08 at 13:04.
Category: Sculpting.
Status: New
Description
currently you can achieve roughly 8 million polys on typical hardware, zbrush and mudbox can both achieve a couple of orders of magnitude more detail sculpting. Perhaps Kais adaptive subdivision ideas can be used for this or possibly this research
Yeah, adaptive subdivisions would help a lot with keeping poly-count low for sculpting - we onyl need fine geoemtry where there is a lot of detail anyway :D
+1, if it's possible to do. ZBrush is specifically written for this type of modeling. It may be a case where Blender's internal architecture would have a hard time handling super-high poly sculpting without having to remove/degrade some of the other types of modeling.