Hi, sorry for asking some basic question here. May I know that how do you guys normally retopo the dense mesh after the dynamesh all the way in Zbrush to create some complex shapes which demo in the Zbrush Summit 2014 by The Division guys? thanks
The way to create UV shells by smoothing groups in Max should be fairly straightforward. Do your selection(s) in edit poly by smoothing group (smoothing groups dropdown), open the UV editor, break the group off and relax. Boom! Instant UV island by smooth group. Rinse and repeat this process.
I dont think it's possible with smothing groups, but with UV seams. It is a little bit more work but it works quite good. The polish by features works with the polygroups and makes soften everything within one polygroup, but create hard edges at the borders. So before dynameshing just set your polygroups from your Uv's.
There won't be any n-gons as they are illegal topology, and ZB won't create them. But yes, I often use Zremesh instead of Dynamesh with this workflow. It really depends on how complex the model is. But if you are only using the result as a highpoly bake mesh then it doesn't matter how clean the underlying topology is as…
What's even more interesting about this workflow is that you can simply smooth those boundaries and have some rounded-edge effect happening in realtime,so it's a really encouraging R&D project because you know it has a lot potential. Never created a single cube in Max,hope that answers your question :p
This is what I was able to do it in about 20 mins, it only took that long since I had to actually create a concept. I used Maya to use booleans and then imported them into Zbrush. I then used Dynamesh Master to Dyanmesh the objects into 3 million polygons. Then I simple just used the Polish feature and got a total of 6…
Brilliant concept, mate. It's funny when a lone programmer like yourself creates a tool that is more advanced, and what users really require, than the R&D team at Adesk (shapeshifter Vs Bevel in ext2) it happens all the time in Max. Very interesting approach. Best of luck with the tool into the future. Don't suppose…
Thanks a lot for the reply. So I just wanna double confirm that if u create a complex shape using dynamesh without using proboolean, just exclusively in Zbrush, so it means that u have to manually retopo the whole object to lowpoly in other software (3ds max, topogun, etc.) in order to be usable in games, am I right?
Yes, that's what I was referring to earlier in the thread, from Zsummit 2014. I think it was Paul Gabory/Joe Drust who showed this first a few years back. It really is a great technique for creating high-poly bake meshes. The boolean dynamesh features in ZB are one of those things that fell u der the radar for a lot of…
This is the nature of boolean topology. If you take a cylinder with 140 edges around the circumference and mash it into a 6 sided cube, then you can't expect beautiful topology. :) But this is the point of the technique : the topology doesn't matter. If you are referring to the cleanup of the boolean to obtain the low…