1 - can i use zbrush for retopo? or is it better to use a different application? Don't shoot yourself in the foot by attempting to retopo in Zbrush, it will just be a waste of time and you will not develop good habits from it. Retopo is first and foremost rooted in being able to build rock solid polygon geometry, and in…
Modern workflow for a character is to: a.) create a basemesh. b.) Sculpt the high-poly details into that basemesh. c.) create a new animation ready mesh that matches the silhouette of your high-poly sculpt. d.) bake the high-poly information down into a low-res mesh. Right now you are at step A. The basemesh you are…
If you can iterate through islands and apply different smoothing groups to each island, that would be helpful, but it isn't the same as setting hard edges by uv islands, which is what would be REALLY cool (and I imagine what most people would want for game art). If you look at the image I linked, imagine that the top and…
Day8: After modifying the armor from it's initial design I was able to break down the polygon count from 86k to 60k by removing the 1st breastplate, arm bands, and the armored belt. I then created even more assets to place on the Samurai which did bring the polygon count back up to 80k, but with plenty more parts for the…
You can have all the ram of the world, but in Max, if you have a gamer card... you won't do anything reaching the limit XD. That's why i work with quadro and Maxtreme. My Bro have a GTX285 with OC, and it's a huge shit in Max, literally. His Max collapses with files i load in a sigh. All the micro detail could be added to…
Sounds like you might have degenerate polygons, like 2 point polygons or maybe a polygon the same vert twice (or ngons). I'm not sure what quadrify will do for those. What app are you exporting from?
Using particles and instanced geometries will save you a lot of ram and computing power on rendertime. Instead of calculating millions of polygons of a single mesh you only calculate the polygons of a single particle instance and use these polygons in multiple places.
So I've done a polygon mesh in Maya 2018, with its UV done, and exported to Zbrush, with the option of having all triangles and quadrats compatible to Z2. Anyways, I sculpted the mesh's details until subdivision level 6 and decided to bake the normal map. I exported the normal map and assigned it back in Maya as a Blinn…
Thanks to everyone who send me bug reports and suggestions we can see the new version of kHED. It includes the most significant fixes and some new features. Here's a list of changes: - Added support for a variety of image file types (psd, png, vtf, dds, gif and a lot more) thanks to Developer's Image Library by Denton…
Thread resurrection, 2017 ~SP1 - but I rarely use 'select by overlapped polygons', but found it no longer works. I get no polygon selection when there are overlapped polygons - it's like it was removed from the software completely.