are these models still usable as high poly models ? I am wondering if you can import these models into Zbrush, dynamesh it , and use these as high poly.
Ah, sure thing. Nothing special happening here: Booleans in max, and using GoZ to bring the mesh into zbrush, Dynamesh it, then smooth. It's great if you need to get some really complicated geometry done really fast, but it's bad for just about everything else(IMO). The second you Dynamesh it you remove most of your…
If its going into a normal map, it wont matter, it will look fine, just jitter the size as you paint the weld spheres, max has this in the graphtie tools. Otherwise use zbrush and dynamesh.
the point is, that in some way Dynamesh sucks (revolutionary feature indeed <3) regarding topology, and yeah for a short time Zremesher can save your life, if you want to use T-pose, etc...
"Dynamesh" aka bringing your high poly into ZBrush then processing it with a feature called "dynamesh" which basically re-topologizes your high poly and redistributes your geo as even quads over all surfaces making it easy to carve in details like scratches and dents. You would from that point recreate a low poly in the…
So the purpose is high poly to bake normal maps from, right? Isn't it easier to just "dynamesh" hi poly in Zbrush and once polygon density is high enough the edge flow is irrelevant too? I am just curious. I also did it subdivision way years ago but after Zbrush dynamesh got picker and sub-projection I never ever used…
No idea if that's useful, but I'd maybe start it something like that..? The details I would dynamesh and bake down, however I'm not sure about the topology at the bottom of the handle where I shaded the squares, maybe someone can offer a better idea?
@TeriyakiStyle relax man, latter replies didn't dismiss your / his theory , there's just not "one way"(cad, topo, dynamesh) of making one thing, just to cite HQ : and I imagine that if the Client or project director ask for things with some conditions one should and will respect it .
calen: look up creasing or panel loops for zbrush. What you can do is take out those supporting edges and just do the creasing in zbrush. With sculpting you generally want even faces. There is a alternative method which is you bring the original mesh in to zbrush and then use dynamesh.
@solidshark91493 This is something I modeled a few years ago and the spline modeling/jokermartini weld script method above is used all over the place. You can also dynamesh the highpoly, sculpt the welds and bake. Or just use Sub Painter to add the welds directly to the normal map. All methods are good.