hah. :) Problem solved FWIW I had this issue, but a different cause, happen to me during a recent sculpt. Working in some fine detail areas suddenly my brushes would stop doing anything after a crease and or some undo's. Thankfully restarting sculptris fixed it, but it made me think of this thread.
Thanks Guys ! @Staubkopf Yeah i'm working in centimeters and my grid is 1:1. I dont have any clipping problem though...maybe i solved this problem and i don't remember ? sorry to be unable to help you on that ... i work on maya 2014 .You maybe got a older version ?
Thanks, that would be great if you can. In the pic below that I posted already I added extra geo to try to solve the smoothing problem. It didn't work as you can see. I agree it's unnecessary geo. Not sure how to fix it though. I worked on the caliper. Here it is. Any good? Terrible?
"it's going to get confused when it comes to edges where different elements meet up? " I don't know what the problem here is ? just shift-select-move-explode your mesh piece by piece for baking and Voila! Its kinda what everyone would do in this case. Edge problem solved.
The "why" is important because there may be better ways to solve your problem but that depends on what you're trying to achieve. If you're trying to use dynamesh to retopo an existing object then you could duplicate your object, dynamesh at a fairly low resolution then subdivide it and reproject your details from your…
Looks pretty cool, good job on making the concept into 3D. The only thing that I could really say is that in the concept the legs look more powerful and thicker. It might be the pose, giving her a wider stance might solve it. I don't know, in the end its up to you. But seriously good stuff.
Yes you are right I think may be I can solve it by increasing the nmber of polygons there , add a more polygonalshape on the border areas and also to change the texture eliminating some parts of leaves that make a too squarish obvious look when putting in a plane ... I ll have to test and redo all ...
Hello again, some looking around found me the answer that it can be done in Xnormals with Vertex Colors and there is no need to create UVs or a texture/diffuse map from the hi poly in Zbrush. So if noone has any additional info on this or some other possible ways then this can be considered "solved". Thanks Coffeehouse
@dwgagner True I overdid his nose by far :D Still I hope you will solve are issue and end with great work. Best of luck! edit: however please check this gif. If its not the width then maybe his nose should have less sharp edges, so highlight and shadows will be smoother on it.
Thank you so much. Doesn't solve my issue, but putting at 8192 made it at least not noticeable, anything lower was, I want to find the root problem though. Never had it untill it was in a visarea. Edit: like first person said, shadow Bias: http://www.crydev.net/viewtopic.php?p=994615#p994615