Well, I'm pretty excited how you turn out ProBoolean to Polymesh (im not 3ds max user), this low poly looks really acceptable, and tweaks can be done really easily. Great tut! :) @edit You should try use Dynamesh Master for that kind of work. You can set amount of polycount by hand. Really useful addon.
Yes, that's what I was referring to earlier in the thread, from Zsummit 2014. I think it was Paul Gabory/Joe Drust who showed this first a few years back. It really is a great technique for creating high-poly bake meshes. The boolean dynamesh features in ZB are one of those things that fell u der the radar for a lot of…
I suppose I'd just gotten so used to avoiding edit poly mod and using editable poly that I didn't give much thought to a workaround, buy definitely good to know. thanks for the info/link. Just remembered that I used this exact method - proboolean>dynamesh - on this project I did this time last year having watched the Joe…
Only for simple geometry. We should avoid jumping across two programs when one will work just fine, but not all use cases are ideal. Quadrify Mesh doesn't work well with intersecting complex curves. Quadchamfer doesn't either. It would be a struggle to produce, for example, a crank case or a car engine with either. The…
for example i tried to make a quick highpoyl from a cs go model to get a nice normal bake. However even when just polishing witha value of 1 it gets extremely soft. plus theres a lot feel of a low res mesh, and subdividing kills my computer (its 500,000 polys after dynameshing, resolution 1024) I really wished i could get…
Yeah, if you're trying to do an entire gun as one object like that then the dynamesh would have to be really high resolution... you'll also get transitions that don't make sense, like the fire selector smoothing out into the receiver when they're actually separate parts. You'll get better results if you split all the…
Updated the OP with some special thanks to collaborators who helped me figure this stuff out Yes, and keeping save time quick. I have autoback set to every 5 minutes and it gets to be a drag with too much geo in the scene. Usually I just look at ZB as providing the "minimum" edge width. Any chamfers that need to be…
I didn't want to start a new thread, and figured I could get some insight in this thread. :smile: Apologies if this is a bit image heavy. I've been facing this irritating issue with dynamesh, albeit probably not a big deal in the grand scheme of things, since once it's baked down with textures applied + compressed in…
@patrickchu With the circumstances you've said yes, dynamesh is basically adaptive topology and constantly changes based upon what resolution you chose, or if you decide ctrl+drag as it updates to better distribute polygons. This means it usually doesn't have any form of lower subdivision and is highly destructive. So by…
This is a process for creating hardsurface game assets, automating the highpoly and lowpoly stages as much as possible. Using this technique the artist can spend more time focusing on form design, less time on tedious operations relating to subdivision or optimization. I've been doing this for a couple weeks and received…