Bingo. Export a medium res mesh for that; all you really need is something that covers the overall form and silhouette. If you used dynamesh and dont really have lower subdivision levels, dynamesh a clone at a lower resolution, or run it through decimation master.
Hmm anyone running in to problems with dynamesh on 4R6 P2 ? im having this issue where the res slider doesnt make a difference to the mesh resolution. explained it more in depth here. http://www.zbrushcentral.com/showthread.php?179590-ZBrush-4R6-P2-Dynamesh-Problems
was messing around with dynamesh mesh made this from a sphere. Instead of using zspheres for the hands I started with spheres as well and dynamesh. I know the proportions are all wrong as I didnt use reference moreless a fun exercise. I will refine this with anatomy soon though.
Still to high resolution. Just cuz you're dynameshing doesn't mean you necessarily need to push that many polys when you're trying to get a basic form. Minus the hands. Separate that, since fingers don't play nice with low dynamesh scaling.
Check out ADN Tools and Crease Plus: https://gumroad.com/l/adntools https://gumroad.com/l/CreasePlus Also boolean + Dynamesh(Zbrush) is a lovely way doing hard surface highpolys. http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1
I basically use it as a much more polished form of dynamesh, so not for the final topology, but overall much cleaner and much less destructive than dynamesh. I like it a lot, I usually just do the quick 'same' or 'half' poly settings and reproject as I subdivide.
You can crease hard edges & subdivide before dynameshing to preserve curved surfaces after dynameshing. The OpenSubdiv Loop-type subdivision in particular handles very tricky ngons that booleans create like a boss. Alternatively you can look into baking round edge shaders.
Try increasing the resolution slider next to the Dynamesh button. This might keep you from having to project all, especially if you're planning to subdivide it anyway afterward. But the real question is, if you already have a high poly inside Max, why do you need to Dynamesh it?
Hey everyone I was wondering if its possible to reproject a new topology you created to your dynamesh. I created a new topology in topogun but i dont know how to transfer my dynamesh details onto it. Can anyone help ? Again comments are welcome too
I LOVE mudbox for the texturing side. Never have to have seams ever again. it also does basic normal detail stamping pretty well. Zbrush though with Dynamesh... can't beat that workflow... Dynamesh is so fast for creating anything. i would use both if i could.