Now that I've finished the butcher knife on the other topic,I'm back on him,dynameshing some more stuff around and making more basemesh in max to asses the overall character...also not a big fan of the glove running on the whole arm,so I'll be changing that too :P
Small update, still working on this. :D I've found a workflow for armor from the tutorial that was shared above- extract, dynamesh at a low resolution, work up forms, divide- Currently working on the boots and leggings, I'm still cleaning it up (as you can tell by the middle of the shoes).
So I've almost finished my dynamesh phase. I've decided to change my concept a bit, but those were minor changes. I'am working now on teeth and claws. After finishing this stage and checking proportions and composition I'll start going deeper into sculpting details.
Currently working as a modeler for military simdev (so NDA-for-life), but here's how I'm doin sculptwise so far. crap started like this for me 2010 2012 speed (of course, dynamesh helped a lot). Still longways in my personal development with no-ref character sculpts.
Hi, I'm trying to paint polypaint (RGB) on my mesh (dynamesh) res 256. using texture template). I can't get the painting to work when I paint using my temnplate. I have colorize turned on. http://imageshack.us/a/img844/4048/n59d.jpg
Hey, Like I said in the video, I duplicate the mesh by using the transpose move tool (W) and then clicking and draging on the middle circle while holding CTRL, you need to be without any subdivision to do this, after this you can do a dynamesh to merge everything cleanly
You need to either retopologize or use dynamesh to clean that up. It is essentially stretched geometry. Personally I prefer to build stiff like this out cleanly in Max ( or any other modleing software) and then take it in to zbrush so I don't have to clean up so much.
I used a base mesh from max for the leaves, just 2 cubes with turbosmooth then used move brush of Z to get the shape and then get into the details. All the parts are welded with dynamesh. Im bad at sculpting so i need a base mesh for almost everything :sweat:
don't sculpt this! It is a classic modelling job. Use the right tools for the job. You can use the dynamesh method mentioned before but on this drill prop the front parts are round so you can model one piece 45° or 30° like a pizza piece and clone it round.
Yeah, definitely break it down into as many bits as possible before decimation. Also delete the fiddly details like spindly wires/bolts as it'll really struggle to chop those down. Awkward/non watertight compound shapes often respond well to dynameshing before decimation.