Hopefully someone can help me with this,
I started with a displacement map on a plane, and got a base texture. From there I masked out a few stones and pulled them out. As you can see there is intense stretching, so I figured dynamesh would be great for re-distributing the polys, but as you can see my result is less than desirable.
This is 4 million polys, and I have projection turned on to keep the shape (it looks even worse without projection on) but still it's going to hell when I dynamesh it. Any suggestions?
Before:
Stretched polys:
After dynamesh:
Settings:
Replies
I'd just go back to the lower-resolution plane, get a side orthographic view where you can see the depth of the bricks, and just slice them once or twice with the slice curve to add the geometry, and then smooth out the sides.
That said, I agree with the rest of the post. Don't try to use Dynamesh with planes; it'll get all janky and do weird shit constantly. It's definitely meant for volumetric stuff, so if you're going to use it then your best bet would be individual bricks or something instead of a plane.
Dynamesh is for creating basemeshes, not for standard sculpting and preserving details. Unless you're working at an absolutely tiny scale where dynamesh @ 1024 would be cranking out a pitiful low amount of polygons, then by default the result is going to be a mesh with many millions of polygons at the first subdivision level. There's not a lot of uses for that.
Cheers!
Ah, thanks for this explanation Cryrid, been scratching my head on part of dynamesh glove here.