Chucked him in Toolbag 2.0, very cool viewer! :poly121: Also had some time today to revisit a scene I got a start on couple of months ago, started refining parts. Also dynamesh & in Toolbag :poly121:.
@TeriyakiStyle I guess it's just dynameshed subtools. @krato, just mask the vertex at the end of the spikes, invert the masking and now simply use the smooth deformation set to 100% and repeat till you get a good smooth area.
There's a spiral brush, but it has other uses in mind and very likely wont give you the result you're looking for. Since you're pulling and dynameshing, my own money would be on the curvetubes brush; its very quick and easy.
you need to use the mask and transform tools to move them apart from each other. Dynamesh aproximates at lower sub d's so anything to close will become fused. I'd recheck the anatomy on those arms. :D
The face shot shows alot of flat areas and ridges, prolly from the flatten or polish brush. Dynamesh sculpting right? The muscle volumes like the bicep, tricep, forearm, thigh, calf and glutes need a going over.
Initial rough blockout before I bump up the dynamesh resolution, adding/refining detlail and start splitting pieces. 1500 move replay linked below for the curios and bored. https://www.youtube.com/watch?v=A7qapB6po4w
He may mean remesh/dynamesh, where you can cobble shapes together and instantly have something that is sculpt-friendly. Otherwise manual retopology in zbrush is a slow and cruel maiden that is in dire need of a good update.
while I entirely agree with that I think mudbox is easier to use and the vastly superior tool for texturing. but who can't love, zspheres, dynamesh and zmesher, only tool of zbrushes im a bit meh on is that shadowbox one.
@ruebenDodds Thankyou! I use marvelous designer to get a base mesh for my clothes and the props are either made in 3DS Max or just in Zbrush by dynameshing etc :) But then yeah I end up detailing it in Zbrush at the end!
Handle these medium/large silhouette changes in your blockout in your dcc. Let zbrush/dynamesh polish handle the smaller stuff (edge bevelling). It would be way too much of a finicky, inaccurate pain in the ass to do it with brushes in zbrush.