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…
Working on the well thing. Made some changes for it to be more functional, and decided to play with adding more dangling skeletal limbs to make it a little goofier. One thing that helped me a bit was to divide up the bottom dirt into shapes then used dynamesh to mash them together in the blockout stage. Wasted a lot of…
Hey Devon, What kind of things are you modelling? If I knew I might be able to help. For instance if your modelling a bust and your base mesh has good topology then keep your subdivision levels in zbrush and export sub division level 1 or 2 then bake the high poly and that might work for you. But If your using dynamesh…
Well, I thought you needed the stitches to follow a curved path, in which case IMM works great (and can be merged in later with dynamesh). For an alpha based brush to be nice and continuous without borders, you need to play with the "mid value" setting. at 5:20 : https://www.youtube.com/watch?v=pTSLpEWOSHw More on…
If you use Morph Target and store MT, move your plane a distance equal to the desired thickness of your sword, then you can select Create Difference Mesh from the Morph Target subpalette. This may create triangles but if you are using Dynamesh it shouldn't matter. If the normals end up flipped you can flip them back in the…
I think you would be better off modeling it using traditional sub-d modeling techniques in a 3D modeling package such as 3ds Max, Maya, Modo or Blender, to get clean shapes non-destructively. Or you could actually use ZBrush 4r7's Zmodeler tools instead of dynamesh which gives you these uneven and wobbly surfaces and edges…
Hey guys! Finally decided to start posting some WIPs of my personal projects to hopefully keep me posting on a more consistent basis. This one will be an Overwatch fan made character based off an awesome concept from Rafael Zanchetin. Still early blocking stages, with mostly everything still in dynamesh. Lots of cleaning…
Thank you for replying so fast, I will give this a shot, I am new to Zbrush though what is the Slice brush I know of Dam standard but not slice? Also is there some trick to using Clip curve to get nice cuts sometimes it makes bizzare results should I be cutting a Dynameshed mesh or should it be used on a mesh thats been…
update... starting to add the the extra shtuff. @ ambitious_nomad ... thanks for the advise i went back in and moved the knees around and fixed them i think. I also moved the chin line up (it was really REALLY low.. thanks alot for that one) and i beefed up the fingers a bit but i need to drop the body out of dynamesh and…
As far as I know, by talking to various professionals, retopology used a lot in CGI and game industry, but it really varies on studio from studio basis. Often artists don't even use base meshes, taking preference in creating everything from zspheres and dynamesh and doing retopology at later stages of production. TL;DR…