To create a single continuous mesh you need to merge them into one subtool and dynamesh it Another thing you could do is mask out the area of the torso you want to be the boob area, invert it and do a project all from the projection rollout
Yeah, I've been using see-through for slight adjustments. Can't go to the lowest subdivision because of Dynamesh, unfortunately. Thanks for the heads-up, regardless. I'll go through and re-align some features. Edit: messed around with it some more.
Yeah you can create a character base mesh wuth shadowbox, but it will be a raster. You can create a character with dynamesh too. That is usually a good way to start out but eventually (depending on your computer power) you will prolly have to remesh the character.
Hey guys thanks! Sorry Darkleopard it was actually a Zbrush Dynamesh sculpt! I may retopo it but i'm not sure at this point. It was for a concept design class so it was more so just to get the idea out there without worrying about polys/limitations for now.
Merging only combines subtools to a single subtool/tool. They are still non-contiguous meshes. you would have to dynamesh them to continuously scult across them. or the recently released zplugin ZsceneManager allows you to sculpt across non-contiguous meshes.
So i decided to work more on this one. I will polish the body more but i am not sure if i should merge it with the head. I hate going into dynamesh and then having to zremesh again . I am also thinking of going with fibermesh for the hair.
I AGREE it does look bland i will definitely go and rough up some more on this and see where i want to go with it. I was so excited to used the Dynamesh feature in Zbrush it was cool that i was able to create this with just a polyshere :D !!
@RogerP Thanks for the feedback, i may have sub divided a little too much but im using dynamesh for now and certain areas (mainly ears) were getting really choppy so i upped the resolution Ill keep the thread updated
Think I'm finally happy with her design and ready to start properly making stuff rather than dynameshing blobs together! I've actually gone for little bits of dinosaur scales etc so I'm planning to keep that running throughout the design
bear in mind that your topology of your mesh is going to effect how the surface noise is placed down, if you've got long thin tri's its gonna effect the 'rythm' of your noise. Maybe dynamesh it before you bake it down?