I'm with arcitecht on this one. Dynamesh it at a low-ish resolution and smooth valleys and re-dynamesh with ctrl+click and drag on the canvas until it looks about right, then ZRemesh to start sculpting proper. I don't really bother with debugging ZSpheres anymore.
@ braintrain : Thanks for putting in the advantages of using Dynamesh - its always good to get both sides brought up and my personal experience with Dynamesh is limited compared to the other approach - but again, this is just the result of my personal preference and nothing else :)
I started from a much lower resolution and built up. This is after many day of sculpting forms and dynameshing. I also did use proportional guides at the beginning.
Ugh, I was doing so well my current project until this. I'm trying to bash up my super-clean high polys in ZBrush for normals when Dynamesh goes takes my high poly: And turns it into this: Please tell me I'm doing something wrong and that this isn't a "feature."
Hey guys, kind of an age old problem, but does anyone have a solution to being able to dynamesh past 7+mil verts without the model exploding? I just upgraded to 2018, but that doesn't seem to be working either. I've tried the typical uniform and scaling the mesh, but no luck. Thoughts?
This is a character i am working on as a side project. I am still at dynamesh part. i am stuck at this point after which i dont know what should i do to add more detail. Can someone pinpoint me in the right direction? Thanks. :smiley:
IMO one of the main benefits of dynamesh is letting you get right in there and play around with shapes without having to worry about topology first. You could Dynamesh up a concept, retopo to get your lowest subdivision, then subD that model up (projecting details from the dynamesh if needed) and then sculpting high poly.…
Starting to crudely block out the tree in the foreground. I started in maya with a base mesh for the trunk and a few other pieces for the branches and roots and then dynameshed them all together in ZBrush. I found that I needed to bump up the Dynamesh resolution to about 256 because anything lower would shrink the smaller…