I would keep all your subtools separate and remesh them individually, might be simpler especially when you're going to be projecting your details back in a subdivided mesh ( which used to cause issues when that feature was introduced in zbrush, i am not quite sure how it is now.) Try it out and figure out what way is best…
I'm actually going to go back and add another loop for the forehead as right now it's a little too spread out. From there I'll rebake my normals and start on the polypaint in zBrush. Right now you're looking at a normal map combined with AO, Cavity, and bent normal green channel on a flat color. It's being rendered in…
Ok, what do you guys think to this? I was thinking on the second sheet I could show Highpoly out of Zbrush, LowPoly with only AO and normal on and the two textures I baked? Also I was thinking I would pose the two character who are stood like this just so that it's nicer to look at, or would people not really mind?
So I'll allow myself a double post now I did a little bit of refining can't think of much more refinement to do, right now I'm deciding between adding the etching detail in zbrush, or leave it to texture process. Then I did a quick color mock up to get a sense of how I would texture it.
learn udk learn zbrush scripting learn more chinese learn more hebrew update my website (1 year overdue) eat less (drink more? hmmm) visit tokyo finally make my own hummus try out the goulash recipe of my mom (should have done this long ago) be less impatient...
What is the in-game time frame? Are we in modern day Britain at the cusp of a z-uprising. Are we months in and surrounded by social, economic and...human decay? Are you wanting super real or amusing Shaun of the Dead zombie caricatures? I work in Zbrush and max. Send me a little more info and I will whip up a wip...Eh? Eh?
Thanks Mark, Yeah, I'm in the process of zbrushing this now. I'll keep you guys posted. If anyone else wants to offer their opinion I would love to hear it. This type of perspective really helps me. The PC community is pretty much the demographic I am making this for so I take what any of you think to heart.
It looks like the cross part is made out of n-gons, not quads, due to using booleans to get that circular cut out. I'm assuming that's why you're getting triangles when importing into zbrush, because thats how it sorts out ngons. You can go in and manually divide up the faces into quads in Max by using the connect tool.
Ever since they got rid of the zmapper plugin zbrush has been useless for normals pretty much no matter what you do. Decimate it an bake it in max. And with UDK make sure to use separate smooth groups on separate UV shells. Since it looks like a dynamic mesh you're importing there's really no perfect solution that I know…
yeah I would have to agree with you Ephesians, for the 1st week i was kinda depressed wondering what I could of done better but now I'm like eh whatever!, new people to meet, new projects to work on. Plus I'm enjoying time off to learn zbrush and some other tools I rarely got to use :)