I'm not sure how much geo you have there, but less is more! May I suggest starting with a 128 Dynamesh or something pretty low res. Less geo will force you to focus on the large shapes and plane changes in the face (or whatever your modeling). At this stage you don't want to get caught up in all the details. Keep going:)
A little update on that head @flipside8404 Yeah, I was still mucking around in high density dynamesh at that point, wasn't really too worried about muddy shapes. Now that I've retopologized I can freely switch to lover subdivision levels to get cleaner shapes. I think I've accidentally made the neck too thin atm.
Hey guys, So I sculpted something in zbrush that ended up with no subdivision levels because I used dynamesh at one point. But I exported it into topogun to retopologize. What I'm trying to do is render my texture out but for that I need to import the retopo'ed mesh as a new subdivision level (lowest) on the high poly…
I'm having a sculpting issue with Zbrush. The edge circled in red in the attached image cannot be sculpted in any way except in the Y axis. I've tried to re-dynamesh the object but the issue still occurs. [IMG]http://www.polycount.com/forum/<a href="http://imgur.com/FC1gLVz"><img src="<a…
Amazing amount of details and accuracy, great stuff! When I'm using dyna/polish in zbrush, I usually run into some artifacting after I dynamesh, and remains even after I polish...(i'm also using "by crisp edges"). Your results are immaculate and super clean, could you go a bit into what your process is in zBrush? Thanks!!…
Here's my initial blobby dynamesh blockout of the armor. Next is to refine the shapes and focus on the silhouette and primary forms. I find the first few steps to be the hardest, staring at a blank canvas is intimidating. Starting from a basemesh to extract forms can help make this task less frightening and speeds up the…
Hey guys. Apologies for taking so long. Was catching up in Volumetrics. Just used a square tool, sculpted the ear and grafted it on with Dynamesh. It looks ok, but I'd like some feedback if you all didn't mind. I'm also going to expose myself to retopology a bit more, so does anyone have any good sources for topology…
I would think that the simplest way would be to duplicate the reference high to a new subtool, flip it, and then use that to reproject the other half ... but then again I cannot tell for sure - maybe it will create the asymetry problem again ? I think you could also prepare a perfectly symmetrical highpoly using either…
Hey, Cheers MisterSande :) I sculpted all the bits using combination of Zspheres, Dynamesh and insert mesh tools. The nitted material stuff was done using a Tileable alpha with the surface noisemaker function in Zbrush. Created Poly groups and then Projected the texture and surface detail to polypaint and mesh. Then used…
Hi, thanks ! I usually sculpt until I have almost my final shapes (like, it's almost completely clean in Zbrush, mostly using Hpolish Brush), then I separate my different shapes by dynameshing into different polygroups + retopologizing. It takes up a lot of time, but often crazy clean in the end. I'll probably do a stream…