Still blocking in the houses and the shape of the Mountain. The mountain topology might look a bit too high and unclean. What Im trying to do is to get the shape right first and the retop or dynamesh in zbrush to make it sculptable. I want to match as closely as possible to the conceptart. Concept art by Noah Bradley.
Need help cutting a hole into a mesh. I've tried doing it with dynamesh and an insert brush but it doesn't seem to work. I insert a cylinder like so: Then press the sub button and it just adds it... I've tried holding ALT when I insert the cylinder too.
Day 1 - Sculpting in Zbrush. Everything starts in ZB...........usually from a trusty sphere. 'snakehooking' the forms is always the first port of call. Clay Buildup and Dam Standard are then the 90% brushes. Zspheres, custom insert brushes, and dynameshing to augment the sculpt.
Why, isn't it? By triangulation i mean something like a decimated mesh, not a quad mesh being triangulated (all of these become triangulated in the engine). Do you tell me that if you dynamesh-->sculp--> decimate a mesh, that would be a good choice to unwrap it?
Thanks slosh, I included some closeups of the face and body for critique. I will be dynameshing the head and body so mind the seam for now. Shanteez, could you specify what you mean? Just saying it's wrong doesn't help much :)
This bust started out as a simple dynamesh sketch inside of ZBrush. I kind of liked it so I just went along with it and came up with this "evil looking officer type of thing"... I'm working on the low poly version right now.
Im guessing its usually just personal preference, some people just like to make a base mesh in maya/max or whatever. These days with dynamesh its easy to see why people might not be bothered to make a basemesh in an external app.
thanks slosh for the info, so you use shell for blocking the shape of the hair? yeah i didnt think of that technique before great to know some technique especialy for faster workflow the shell, are you use dynamesh for creating the basic shape?
If you've only deleted subdivisions and have not converted to Dynamesh, you can use Reconstruct Subdiv under the Geometry subpalette to retrieve lower subdivisions. From there you can use GoZ and send your model to Max/Maya for UV mapping.
If the polycount is high enough- and it looks like, smoothing with shift-release would still work. It´s exactly for smoothing uneven topology or heavy poles. How about Dynamesh or a subdivided box projected to the initial cap? Many ways work here.