I'm not a Zbrush user so this fix may not be relevant to your issue: http://pixologic.com/zbrushlive/askzbrush-i-get-a-red-line-when-using-zspheres-to-retopo-i-cant-make-it-disappear/
As mentioned above, zRemesher looks pretty fast and accurate compared to previous auto-retoping solutions. Here's a quick tutorial you might be interested in: http://pixologic.com/zclassroom/homeroom/lesson/topology/#zremesher
Yup +1 for mudbox. Lovely easy to use app. You know there is a tutorial on Pixologic.com specifically outlining the workflow between Max and ZBrush. It think its the one about modeling a low poly club edit Its the Getting Started with Zbrush Tutorial http://www.pixologic.com/zclassroom/homeroom/ in the index check normal…
i disagree with Helba. i dont think they're stretched or blurred at all. (these spoiled kids nowadays with their fancy dynamesh.. psh!) the sculpts are coming along great BUT i think that you could benefit greatly from not using a standard noise brush. i would grab some alphas with unique details (plenty on pixologic.com)…
That's something I was thinking by seeing all those million poly characters posed in ZBrush, the documentation seems to suggest various approach, but without going too much in depth: http://docs.pixologic.com/user-guide/3d-modeling/posing-your-model/ Or:…
Maybe a process you used utilized the lower subDs of the model. Anyhow having polygroups that are only supported at higher levels seems a little unstable, if that is what you have. One solution would be to delete the lower divisions then make you detail groups. What I would normally do is model the nail heads as separate…
I've renamed your thread from "Rendering a 3D Print Sculpt" to "[Zbrush] Rendering a 3D Print Sculpt ?". Adding the program name will help knowledgeable people find your thread, and the question mark prevents it from looking like you're posting a solution or tutorial. Have you looked into Zbrush's lighting and rendering…
If you don't wanna spend money then what you've got will serve you just fine. Just a reminder that student versions of Maya and Mudbox are non-commercial. When you're ready to invest into your process: Zbrush for sculpting and even texture painting: http://pixologic.com/ Quixel products like ddo,and ndo are awesome for…
This is awesome man. I started something similar but got sidetracking. You're making me want to finish now. Are you going full PBR with everything too? As far as the tiling stuff make sure to check out http://pixologic.com/zclassroom/homeroom/lesson/environments-with-tate-mosesian/…
not sure what your trying to ask...as for your high poly...all your cracks and divets and n e thing that would be unnecessary to model(all the little details) should be in your high poly. Looking at your bake, it does not seem like you have those details in there. Your high poly right now is just a low poly with lots of…