So I created a hi poly model in 3ds max, exported as an obj and brought it into zbrush. Following this tutorial: [ame="
http://www.youtube.com/watch?v=U0QvFYf_Q_E"]How to Model a Sword for Games pt. 1 - YouTube[/ame] I then made a copy of the subtool, dynameshed it, increased the polycount on both copies of the subtool, then projected all. The result is the 2nd image on the bottom. It's such a small part that I can probably smooth out (any tips on which brush to use for that is welcome), but I'd like to know how to create a completely smooth, retopologized mesh to work with in zbrush. I want to add scrapes and dents and such.
Really only my 2nd or 3rd week of using Zbrush so forgive me if this is a stupid question. Thank you.
Image 1. Edges faces visible in Max. Looks clean to me:
Image 2. Object in Zbrush after Dynamesh, subdivide, and project all:
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But, I guess a more general question would be: Is that the fastest/best way to retopologize my mesh from Max into Zbrush? Just wanted to add tiny dings, some screws, buttons, plates, etc in Zbrush.
But the real question is, if you already have a high poly inside Max, why do you need to Dynamesh it?
If you are dynameshing to equalize the quads and make it easier to sculpt turning up the resolution should hold its shape.
Sometimes after I use the projection master, I end up with a mesh that is kinda light greyed out and completely unusable. Whenever I hold my pen over it I see the rotate icon, and that's all I'm able to do with it. Probably just some stupid key I hit by mistake. Any help?
Wow, thanks for this! So is it just a glitch in zbrush?
I drove myself absolutely bonkers around 4am trying to figure this out. Ended up exporting each subtool individually and working on them each separately. Which worked out in the end, but I wasted more than a couple hours in the process. Really good to know this workaround for any future encounters, so thanks again!