Hi, sorry for asking some basic question here. May I know that how do you guys normally retopo the dense mesh after the dynamesh all the way in Zbrush to create some complex shapes which demo in the Zbrush Summit 2014 by The Division guys? thanks
@Bumblebee It would be way easier to just add some support loops and subdivide that inside whatever package you modeled it in. The Boolean/Dynamesh workflow is best for parts of your mesh that would be too time consuming or tedious to try to sub-d model such as areas with complex curved surface intersections.
If you want crisper edges, just Dynamesh with a high resolution. Basically the edges will still look like the edges you were getting, but the geometry will be so densely packed that each face becomes small enough to the point where those imperfections wont even be visible unless you zoom way in.
I'd have to see the before/after to get more specific but generally speaking, * Use dense geometry in the boolean stage for any curved features - chamfer and turbosmooth modifiers are your friend * Any visually significant chamfered edges, wider than other edges, should be present in the boolean stage * Use the minimum…
I dont think it's possible with smothing groups, but with UV seams. It is a little bit more work but it works quite good. The polish by features works with the polygroups and makes soften everything within one polygroup, but create hard edges at the borders. So before dynameshing just set your polygroups from your Uv's.
Yep you're both right. Polish by crisp edges (with "empty" circle option) gives a similar result as claypolish smooth without affecting the topology. + a little relax to ease artefacts. Looks very fine to me. This dynamesh technic is really robust. Works every time where i'm not sure CAD fillet/meshfusion would.
There won't be any n-gons as they are illegal topology, and ZB won't create them. But yes, I often use Zremesh instead of Dynamesh with this workflow. It really depends on how complex the model is. But if you are only using the result as a highpoly bake mesh then it doesn't matter how clean the underlying topology is as…
This is what I was able to do it in about 20 mins, it only took that long since I had to actually create a concept. I used Maya to use booleans and then imported them into Zbrush. I then used Dynamesh Master to Dyanmesh the objects into 3 million polygons. Then I simple just used the Polish feature and got a total of 6…
Thanks a lot for the reply. So I just wanna double confirm that if u create a complex shape using dynamesh without using proboolean, just exclusively in Zbrush, so it means that u have to manually retopo the whole object to lowpoly in other software (3ds max, topogun, etc.) in order to be usable in games, am I right?
I don't have ZBrushCore, in order to be certain someone would have to actually try it. But going purely by the documentation I would say.... kinda maybe. The entire process hinges on the ability for you to dynamesh at high resolutions, if dynamesh works differently in zbrushcore and you can't get very dense meshes out of…