Zipfinator : yep , dynamesh should fix most of the issues:) -update , allmost finished the texture on the ck mount ; I'm allso doing the shoulder part for my set . I've scaled down the texture for the print to 512x256 to test the details and stufs cheers
Not sure how if there's a simple way to do it in Maya, but if you have Zbrush you could whip something up quite fast with dynamesh and some reprojection probably. I never really found a simple way to delete occluded polygons in Maya...
and seriously try not to use your basemesh for the studies, its nice and all but yoU#re not doing this for production value, so dynamesh it from ground up, right now the basemesh is just a shortcut for you that doesn't help you very much
I get what you mean about the simplicity of subD. I am pushing myself to use dynamesh and also trying hard surface with Z just for the hell of it. There are a lot of time saving tools there and for experimentation you cant get better.
Hey everyone! Here is a Dynamesh speed sculpt done in ZBrush which took me 40 mins.. hope you like it... im not sure about the light in his eyes... I added it in photoshop in post prod find more of my recent work on* *http://pierrebenjamin.cghub.com/ http://pierrebenjamin.tumblr.com/
I sculpted a mesh in zbrush 4r2 with Dynamesh decimated it down to 20k polys and am trying to rig it using Zspheres. I've created my skeletal rig and Binded it to my mesh. When I bind my rig to my geo it seems to lose a lot of the mesh's details.
By messy mesh I meant mine, not yours :) When it comes to clothing and organic stuff dynamesh does pretty good job, I would`n worry to much about topology. Also you can also try ZRemesher, it can be very helpful
I currently use 3D Coat for it's unwrapping tools, and using it as an alternative to the boolean-dynamesh workflow. I have used the autotopo a bit in the past. Not a fan of the manual retopo tools. It's a nice cheap jack of all trades application that has some nice uses.
You sound like you decided to be a game artist, jumped in and started sculpting. Bravo sir. Not many people get as far as you have gone. =] As for the arms you can just simply make them and connect them to the main sculpt via Dynamesh. =]
Are there separate polygroups? Some options to try: -make it into a single group before exporting, -take what you have now and hit the make polymesh button, export that -run decimation master on it (new mesh/topology, and a lighter file to boot) -remesh or dynamesh and export