'Tis a shame Autodesk don't just grab the open-source code for "Instant Meshes" and finally integrate a Dynamesh solution of their own. Getting to be a bit of an embarassment.
The Polish step after Dynamesh will smooth them out as long as the underlying curves have enough segments. Use high segment counts in the boolean operands.
I've no idea what fansub shapeshifter is(google results in links to hentai porn!) but if you check the first page of this post I linked 2 vid tuts from my YT channel: one is this process using quadify>turbosmooth; the other is using chamfer modifier. It can be done in Max, but falls short on more complex meshes. This is…
Thanks for sharing the technique, an eye-opener to me! I have forgotten ProBoolean since I was learning modelling ~5 years ago, but this is a major boost to hard-surface workflow. Much better than dynameshing objects directly in Zbrush, as its non-destructive; better than modo`s Mesh Fusion, as it`s simpler, doesn`t crash…
Here is my last wip. This method has been a revelation for me and coupled with dynamesh the workflow makes total sense. Thanks Amsterdam Hilton Hotel for sharing this!: Cheerio
After converting to Dynamesh in ZBrush half of my mesh is gone ... it just disappears? This happens only with very complex meshes. Most of the time it just works fine. Any ideas?
Zbrush can have issues with n-gons as they are 'illegal topology', which can sometimes cause issues with dynamesh. I usually just enable the 'make quadrilaterals' option in proboolean.
that workflow look really fast.. but i've got a really bas result when i try to do the same. afeter the dynamesh process i've lots of flat parts. how to solve that ?
so is there any way I could make this look highpoly without it sharpening the edges? I intentionally used a low amount of geo because Imnot a fan of using tons of geo. So to any experienced user here, is it possible I could get good results? When I dynamesh it automatically sharpens the segments of the cylindrical holes…
I would like to know this as well. I've been able to take some CAD models and get them into zbrush using Dynamesh/Zremesher but their polycount is way to high for use in a game engine.