Thanks. They're combination of zbrush+dynamesh and regular subdivision workflow. I might updated them with wireframe after I texture them. Stay tune :) IRD Snipe-IR High Poly I didn't use zbrush for this one, just regular subdivision.
Thanks a lot @DanBullockArt, I'm planning on getting pretty detailed with the damage to him. I need to tidy the body up before I can start getting into the really small work it's all still dynamesh atm. Are you doing a character for the beast challenge?
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 Are you referring to this technique? It does involve a high edge count for rounded forms but flat areas, booleans and fillets can be pretty low poly.
That's very unusual. I use 4r6 and Layers all the time and I've never seen anything like it. Are you sure you don't have hidden masks going on? What kind of deformations do you apply? Have you tried that with Dynamesh?
Hey Alex, thanks for the reply. I went back and dropped the dynamesh as low as it'll go and tried smoothing out things and working on the shapes. I tweeked the pose a bit as well. I think it looks better, but I'd be interested in the thoughts of others.
thanks yall going to do some engraving studies before I hit up the gun, see whats optimal , and experiment with differences between my older style and some new dynamesh features http://vimeo.com/34111595 http://vimeo.com/34111564
I made candles recently as well and did exactly this to get my low poly. Just use one or a combination of ZRemesher, Dynamesh and Decimation master. With these three you can crunch down to whatever amount of triangles you want for the low poly
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 There is probably a super boolean alternative in Maya. This technique is absolutely fabulous when it comes to fillets, holes and all those other pesky modeling details.
Clip Curve and Trim Curve are two options if you want them to be really straight. Trim will actually cut into and replace the topology of the model, while Clip will just push existing vertices in. Either one should be fine if you're still in a dynameshing stage.
Umm..this goes to show how you know nothing..the cartoony sculpt was my first sculpt in zbrush "my muppet" the second my black canary maya imported to zbrush for coloring..the one i just posted completely done in zbrush dynamesh...