Hey thanks for the feedback - And yeah >.> I may be biting off more than dynamesh can chew. It's really really dandy though to have Zbrush just automatically average out your topology like it is. But I quickly forget that dynamesh in its current state is geared towards making base mesh, but not for actual detailed…
hey @Komix ...dynamesh is used just for getting a dense high poly mesh so I can use polish to smooth out the hard edges resulted from boolean operations. Just google boolean/dynamesh workflow. The workflow it's been out there for a couple of years now. The base high poly mesh was modeled in 3ds max.
Er, quads in the base mesh were a coincidence. musashidan is 100% correct when he said 'A sub-D modeler's dream realised in booleans'. The rifle was a test I would never have attempted with traditional means. The improvement in Booleans and the ability to reduce a mesh in ZB to a kind of quad rasta plus being able to…
This is the issue you run into when using dynamesh. What you could try to do is use qremesher to quickly remesh whatever it is that you're working on, then reproject your details. Something else to keep in mind when working on characters that end up being posed is to establish a pose in the beginning stages of production,…
Thanks! So you don't use dynamesh even when your sculpting your concept? I was thinking to try this workflow: dynamesh concept -> retopo -> lod1 + lod0 -> high poly sculpting in zbrush. I have seen those edge loops tutorials and it seems like they give some very nice results, but it looks less... "fun".
If you do continue doing it in zbrush you should take advantage of dynamesh and projection. The image I see is a composite of a bunch of pebble like clumps and tiny stick debris, why not scatter some of those around, add some basic noise/alpha for the base dirt and dynamesh it all into something more blended together.
Getting used to the Maya to ZBrush Dynamesh workflow. All pieces made in Maya and brought into ZBrush for a addative/subtractive boolean workflow with Dynamesh. Love the workflow so far and am learning a lot. Gonna focus on finishing out the outer wheel pieces next. As well as use a weld brush to sculpt some weld lines in.
Thanks Musa! I managed it now a bit different. First i sculpted without to worry about Intersection. Then i just merged the two meshes together and re-dynameshed the sculpt. The "Block" mesh served as a Booler, so my sculpt gets the shape of the "block" because of the bool operation/dynamesh. Thank you anyways!
If you really need the toes and are set on dynamesh you could always splay the toes out until dynamesh has enough space to recalculate the geometry without joining them. Also if the resolution is higher it wont join the digits so readily. Then at the end move the toes back into place. This will make sculpting more…
I immediately jumped into Zbrush and began blocking out my forms in Dynamesh. Throughout the modeling process I constantly checked the silhouette of the armor just by simply turning the material color to black and redrawing the mesh. It really helped me get an idea of how the overall shapes looked and how this character…