Hey Polycount. I just began a prop that I'm planning on sculpting in Zbrush to bake out some normals. This is my first time creating an asset with this process, so I'm a little confused as where to begin.
The problem I'm having is that when I bring my mesh into Zbrush (which is comprised of multiple un-welded geometry), it doesn't divide in a way that I was hoping for.
Here's what it looks like when directly out of Maya. Obviously it needs to be divided a few times before I can do any sculpting.
Here's what happens when I divide. Some of the un-welded parts lose their silhouette and are smoothed in areas where it should have a hard edge. I've tried a combination of creasing, smoothing, polishing, and dynamesh in zbrush; all which have given me undesirable results.
I've begun to remodel the gas can in sub division mode to compensate, but I'm curious if there's a better way to get the same results.
Thanks in advance for any advice!
Replies
pretty much this, but realy. what did you expect it to look like andhow does it look if you hit 3 in maya on that geo? the result should be the same. Your geometry is just not prepared for subdivision
Thank's for this. I'll make another revision of the geometry and crease/divide each peace individually as Bartalon suggested.
So my question is should I make the rust layer more subtle for PBR to better match the reference, or is it still a good practice to exaggerate details like this?
I also have a feeling I should add another layer of divisions and start over. What do you fine people think?