Great Looks like you got it under control😀 Just in case,.... the thread: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial isn't from me. The method is from Amsterdam Hilton Hotel, a polycount member.
Hello There! I created this bust of a stag last week in about 70 minutes. I want to push it to game-ready completion, so I'd love your opinions, help and critique. This is the Dynamesh stage. Thank you so much in advance!
More progress on the sculpt, pretty much done with it now. I want to keep it pretty clean, not too many details. I want to pose her but with a whole load of dynameshed subtools this could be tricky or time consuming.
What's an environment without wooden palettes? lol 2x2k textures Used dynamesh to generate the low poly. Looks like a lot, but both meshes are a sum of 3k polies. Saved me a lot of time Merry Christmas!
I suppose you could duplicate them, dynamesh the individual parts to a lower polycount, then merge the two, subdivide, then reproject detail from the original 10 mill. mesh onto it (maybe decimate it beforehand, if it's too huge).
Very nice model, was the model dynameshed by subtracting and adding shapes or did you sculpt and refine the surfaces? Also, slightly off-topic but I love the background could you share how you made it? :P
Yep. Surprised it took this many years for Pixologic to incorporate the Sculptris tech into ZBrush after they bought it, but I'm glad it's finally in there. Dynamesh is great, but Sculptis approach to dynamic tessellation was always just a lot more fun to work with :)
The program is fickle when it comes to High Poly models, I suggest crunch them before importing them in smack. On the other hand, I tried a Dynamesh model right off at the bat at 6M polies and it worked.
Getting close to finishing the sculpt on this guy. Just have to dynamesh the wings to the body to make it seamless and a few detail touchups. Then its off to retopo! Any suggestion for changes or any critiques before I finish him?
I'd duplicate the piece in place. Rotate it to fill the gap. Slice/clip/delete the extraneous and dynamesh at a high res and you should only have minimal cleanup. Also, always have an extra dupe as a subtool for reprojection.