You could also use the trim curve brushes as well (not the Trim brush). If you want a really nice refined curve then your should retopologize the dynamesh you have (Zremesher should be fine) and work from there.
Hi, i'm working on my first trim sheet and I have a question. How I'm supposed to map the parts highlighted below on my low poly model ? Am I getting this wrong ? Should this technique be used only on flat surfaces ? Thanks!
I'll also suggest checking out the wiki, either multi texturing and/or trim sheets: https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 https://polycount.com/discussion/210492/tutorial-trim-textures-for-environment-art-and-props
This is based on a concept done by Florian Dreyer. I wanted to limit myself to using a singular trim sheet instead of doing a high poly sculpt. It was a fun exercise! The full post and wireframe breakdown is on my artstation! https://rahuladvani.artstation.com Final Composite Trim Sheet made with Zbrush and Substance…
At a glace the lighting needs a lot of work. It also looks like you could use a lot more variation in your textures; for example I see a lot of trim elements that share the same texture as the wall meshes they intersect with. The trim could be a different kind of stone than the walls - carved instead of blocked, for…
shouldn't have any problem trimming it down to a respectable polycount. for instance, there's no need for the trim on the arches to be modeled - texture that shit. you added a lot of shape detail to those panels on either side of the skull - in the miniature most of them are plane rectangles