

Fabi_G
I really dig your ideas about UX and hotkeys. On that point, I’m reminded of a really old android app I used to use: Cloverpaint. It also allowed color sliders to be keymapped, with a clever design that also let you slide up/down to change the scale range, allowing greater or less granularity on the fly, e.g. value slider.
It was such a thoughtfully designed app, probably meant to
specifically solve issues relating to small mobile screens; and yet I still wish big staple
apps (zbrush, mari) would take a cue from that. Granted zbrush has its own
solution, but damn is it really bad! For all other paint apps that can, I just
use a stupidly large color wheel pop-up when I need more subtle changes ![]()
pxgeek


Muzzoid
Alemja


okidoki
You would usually bake this detailed mesh down to a normalmap to be used on a low poly meshZ0ltBa said:Hi, thanks for the answer. Yes, i know, tried to clean it up by hand adding new vertices and supporting edges, then target weld the miss-matching vertices, and it kind of worked but this is why i ask if there is any way to approach this correctly, or re-topologies the final result somehow. I tried welding the pillars together in ZBrush and dynamesh it to a higher polycount to keep the details and then subdivide it with zremesher, but it just became way to high poly for game asset. Any advise?
ZacD
