Update time! Just in time for the holidays. I have made a few new scripts as well as tweaks to others. The biggest addition is probably Smart Dynamesh. An edit to note is that the "AutoMask PG" button is now a toggle. Before you could not tell if AutoMask Polygoups was on or off. Now you can. It shouldn't cause any…
I'm not sure if this is my fault due to a lack of understanding (it probably is) but when trying to paint custom mask details via dynamask paint mode - I'm getting strange results upon accepting / reloading the dynamask to add/adjust further details. Since it's a little hard to explain I've taken the liberty of creating a…
just thinking that if dynmamesh is mainly for creating base meshes why not just use zspheres instead. I find dynamesh a bit hard to use, mainly because it's at 1( or generally you are working at a higher res than a traditional base mesh) resolution and its harder to pull shapes aorund than if you have a low res base mesh…
if you are using dynamesh, you are probably still blocking in forms and concept sculpting. I am guessing you end up with a high polycount with dynamesh because you have to raise the resolution of the dynamesh to something high due to mesh contraints. For example because of close together protrusions will get munched by the…
Some musings on geometry in zbrush... SubD- Standard geometry to work with for most people. You have the upside of subdivision levels which allow you to modify big forms in a forgiving way, but the downside of being restricted by your original basemesh. Dynamesh- Dynamesh isn't overly smart, all it wants to do is make nice…
Hi. On my latest texture i ran into an issue with dynamask. The problem is that most masks has this inexplicable pattern. I have tried two different sets of bakes but it gives the same result. Disabling curvature removes it, but sharp edges does not have this problem for some reason.
Thank you guys! That's really helpful responses. I am gonna sum it up for me and also for people who happen to see this post in the future. 1. Make the area thicker. 2. Use sculptris pro mode and inflate. 3. Zremesh, and manually deleting the faces around it, and bridge them back together (but it's faster to thicken it out…
Yes, as you mentioned it i used a standart cube but without any symetrie. i only subdivded him. now i turned him into a daynamesh and want to apply my texure again but i need to get uv's or polypaint it without uv's. i tried both the uv's iam doing still look sucky and dont fit and the polypaint always give the same…