hey, so i have been playing around with this again. Im trying to convert some of my old lowpolys into highpolys but the edges are always way too sharp. Is there a way I can work around that? My lowpoly versions dont have a lot of segments and whenever i try to smooth it after dynamesh, the result is too soft or blurry.…
Very nice workflow, especially for guns but i'm having some issues which makes it not a super friendly workflow for me: I constantly have wrong remeshing with dynamesh no matter how high res, plus curved parts are still choppy since they're so high res and dividing doesn't do nothing. Polygroups with zremesher seem to be…
Blender booleans also don't automatically quadify some of the resulting faces so after a few steps of booleans you'll get drastically higher vertex counts than you would in Max with PB. It's still a really good way to get a highpoly in Blender but you'll be stuck doing retopology or a lot of cleanup afterwards. If you need…
Yeah split your model into parts, or at least a few large ones to make it manageable. Even then parts that you dont want to be welded together to give you nice fillets should be in a separate polygroup. Then smooth by polygroup. Look through the thread and you will see that curves have alot of polys in the base model and…
@cabooes Alright. It seems I found the issue. Zbrush WeldPoints has some weird tolerance slider(Weld Distance). By default it seems to be set to 1. And that will only merge a small portion of vertice. Now you can crank it up higher but I wouldn't recommend since there is no floating point precision in distance(And you…
I'm adding my recent learning in this thread to make sure it's kept alive. What I'm using: MOP Boolean Plugin in MODO 13 (Basically works like ProBoolean from the looks of it) ZBrush 2019 //My Issue My meshes can get heavy in Modo given their complexity, so on export from MODO to ZBrush, it used to take FOREVER to prep…
They are no 'lazy-techniques' when you get the end result you want and you can easily make adjustments afterwards. However, you should learn the basics of Poly-modeling/subdiv since some shapes are still easier to create that way. You have better control over large complex forms with poly modeling. Smaller forms and…