Dynamesh's resolution is based on the scale of the mesh. If you need more geometry to capture finer detail then you could try increasing the size of the mesh first, run dynamesh, and then set the final scale back down afterwards.
Cool way to make text, but i think now with Dynamesh you can just export the text itself and dynamesh will remesh for you! (saving you some time). loving what you have on this scene so far man!
Hi Blovorix, thank you . Dynamesh is great. I have used dynamesh for this sculpt. I will check out the Josh Singh video. He more than likely has a better workflow than I do at this point :D
Proboolean - Dynamesh workflow https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial Insights in there that will prove useful, particularly when generating complex objects regardless of technique or app/s utilised.
Dynamesh can be use to re-mesh your head to support the areas you have already sculpted on like your eyelid. [ame=" https://www.youtube.com/watch?v=OPVVPa-zsjo"]Zbrush 4R2 Dynamesh 1 The Basics.mp4 - YouTube[/ame]
I'm with arcitecht on this one. Dynamesh it at a low-ish resolution and smooth valleys and re-dynamesh with ctrl+click and drag on the canvas until it looks about right, then ZRemesh to start sculpting proper. I don't really bother with debugging ZSpheres anymore.
If you just want to fuse your model together and give yourself some subdivisions to play with: Merge your model into one subtool, duplicate it, run dynamesh to fuse it into a single piece, then project the detail from the non-dynameshed model.
thx cryrid. That is ofcourse one way to do it and if i do not get it baack in my mind its the last way i can do it. But the details are gone with dynamesh :) and i did it somehow without dynameshing. thx anyways this is one way to do it
Thanks a bunch @wonkza @jpr @Tetranome @Ashervisalis @undin ! Playing with lighting and the FOV: Here's the tree modeling process explained, I'm doing a more comprehensive writeup for 80.lv which will be out soon! I started by building a branch in Maya with Paint Effects, then bringing it over to Zbrush and adding needles…
Not sure what's the problem exactly. Just bevel those cubes in your 3d package and then use dynamesh in zbrush or dynatopo in blender and sculpt. It kills initial UV but you can project UV back on dynameshed object ( usually). Before it gets too tessellated at least.