Hi guys..
I found lot's tutorial about working flow from High rez model to Low, but can't find the flow from Low to high. can any one give some tips?
Here's the thing, I create a gun model in 3dsmax with low rez, I export it to ZB for more detail adding. But I found that it's difficult to keep the shape I want
, and a nice smooth model as well. I didn't use smt to divide. and it gave me hard edge which is hard to smooth it.
Any tip helps, thank you :poly121:
Replies
Here's my low polygon model with wire frames, Idea is, I don't need to re topo the mesh again so can use for game.
what's you guys workflow for this kind low poly weapon situation?
If this is the model you want for the game, you should consider duplicating it and making the cloned mesh more subdivision/sculpt friendly. You'll have to bake the results between meshes, but you shouldn't have to retopologize the sculpt afterwards.
For a hard surface gun I don't even bother making a mesh in max as the hard surface tools in zbrush will give you a very high rez model in much less time to use as a template for your game mesh. Like others have said the mesh you have is not a good one for zbrush. A dirty workaround is to sub divide until level 4 with smt off then switch the smoothing on for the last 2 divides. If you want to make a mesh for zbrush in an outside app you need to space the quads evenly and insert edgeloops where you want hard edges. Be prepared for shrinkage.
*also I found out after I import the object mesh to the scene, when I use dynamesh to the original tool, the number of the polygon became very few, I have unify the tool size still the same, I have to rise resolution to like 17XX or more to have enough poly to add details.:poly141:
Again Thank you guys for the reply and tips
I like to use dynamesh recently, cuz I found that it can maintain very good topology form and keep shape clean, also easy to add extra big change of shape.
I finish this model all using dynamesh, with lot's sub-tools. when I doing it, the resolution is pretty good, got what I need when I slide that to around 5XX.
It's also wise to split the mesh up as Hermit suggested. This way you can locally subdivide and refine certain areas, making sure you get the geometry where you need it instead of exponentially adding it across the entire mesh. Splitting the mesh up also allows zbrush to work with more polygons
This is especially organic stuff. You might be able to do it with some hardsurface stuff though. You still gotta remove those extra support loops. Or you use Crease instead.