why not build in chunks and render those chunks individual , for example if your having alot of floaters that are sub divided you can break those apart, and take big chunks that have micro details and bake those off as indivdual pieces. the idea is when building high poly is to think while building it how you can break it…
This is looking great so far! I think the primary thing that could really increase the image quality is to study Composition, and decide how you want people to view the piece. http://wiki.polycount.com/wiki/Concept_Fundamentals#Composition After that, I think looking more at real world references would help you see what…
I personally deleted the normal smooth and replaced it with stronger. And if you use a tablet play with preferences>tablet Z intensity (go lower) will help you get ebven stronger results quicker.
i wouldnt use z for texture painting at all... to blurry and no layer blend modes... and subdividing the mesh to multi mio poly to get a even vertex/pixel resolutin is a bit strange to me...
[ QUOTE ] mudbox seems slower and buggier at the moment [/ QUOTE ] quoted for agreement. plus, Z does not only cover sculpting, so you have to live with it anyway.
But even everything is fine with the scale and the symmetry and the pivot, this dumb pop-up appears when you try to dynamesh an object with SpotLite(suddenly!) is turned on. Just hide it by pressing Shift+Z and then dynamesh the subtool.
obj to zbrush doesn't work? saved my sword model and exported to obj and now zbrush 4 doesn't see it when i'm in that folder trying to open it. do i need some kind of plugin for Z? Thank you