Yes! This is looking top! Quick question about the setup of the feet in the initial post. Why is that you go about ringing around leaving a gap in the foot? Do you just dynamesh to fill later on? Nice update man keep it up! Edit just realised you answered my question in the above post :P
Thanks Guys! I solved it. The Problem was Dynamesh/zRemesher. I used them and the Result are Crap UVs ^^ So i just reimported my LowPoly with Support Edges, divided the Geometry, exported the HighPoly, decimated it and exported the new low poly with "keep UVs" checked. So the old UVs are still there now in Max :) Thx ^^
Thank you Clusterone, i appreciate the feedback Its a dynamesh at the moment and will definitely work on getting the hardsurfaces looking hard, etc. Yes that is fibermesh hair. This is my first. I will go watch some more videos and go over it again. Need to learn how to bake fibermesh onto alpha planes nicely aswell. :)
Dave, got ya. I figured it was something. Haven't messed with dynamesh yet. As for my ass getting over there. That is well... Only time will tell where I'll end up in the future. For now I'm trying to stay put for a bit and just work on my own skills and folio as it is in VERY much need of a total overhaul.
Yea I just dynamesh the rough form and then use quad drawl. I find this easier that building topo from scratch as quad draw allows quick iteration on topo flow. Also it breaks things into steps. Rather than think about topo and form at same time, they are separate. Easier for the monkey brain.
Pretty much, I'm gonna go back and work on 2nd subdiv lvl now, I've been sculpting the guy for a week lol, started from very low dynamesh and it went on and on. What I'm looking for is getting a lot of criique about the form and then re do the guy again, possibly from scratch again
One way to do it is to enable RGB while sculpting and change the colour for different rocks/groups of rocks. Then you can use the Polygroups from Polypaint feature. Another way is using inserts(with a negative imbed) and dynamesh will preserve the groups. Hopefully there will be a auto-masking feature for VDM brushes -…
I never use sculptris pro for actual sculpting but it is a super handy tool to work with models that don't have backfaces, or areas that get wonky geo. Certain scenarios dynamesh doesn't work so having another option to manipulate geo is very nice. Really helpful for processing scan data and that sort of thing.
Glad you guys like it, keeps me motivated to push on. @Safemilk(Daniel): Yes also this way i can make the ground cut up and convey a good sense of motion :) block out for the vehicle: Tried to block out the 2 dioramas. will paint over them to get a clearer picture. character dynameshing...
I would recommend starting from scratch using dynamesh and a few good photos. You will learn way more about the structure of the face if you try to build up the form this way. I feel like adding detail to soon or worrying about topology before you need to will complicate this too much