If it is a mesh you want to add details on, having a clean topology to sculpt is a crucial point though, cause it saves you alot of work later on... if you've gone hardcore and you want to retopologize after, Zremesher is not perfect, even with projection, and that mostly for hard surface... so you would retopo all that by…
@HixaLupa Those "gaps" shading looks awfully similar to your lowpoly's shading. I would guess that during your bake process, your cage (or lack thereof) is starting to capture the sculpted bits not at the edge of the lowpoly, but further into it. Check your cage and come back to me. @mveb1 and @iacdxb M8s these are classic…
You want to make the topology much more uniform across the whole mesh. Try not to have long quads and use the smallest detail as the guide for the resolution of your entire mesh. (this stops pinching and stretching on the corners, where support loops are) :) Also, subdividing the mesh to a higher level before importing it…
I think the bet way is to keep it it simple by not starting with to many sides and just use booleans. Then use symmetry and do the clean up on half the model. I think once it shades correctly it does not really matter if there are ngons or tris unless you want to sculpt. Of course it is a great help if the program lets you…
I use a variation of the dynamesh workflow sometimes, and the one size bevel limitation isn't really accurate. You can do one of 4 things. Do large soft bevels in your 3d package before dynamesh. Do booleans and dynamesh in a few phases with the softest bevels first, and repeating. Break up a model by material and have…
What does the mesh look like subdivided? If it smooths fine (or close) You can just import that model into Zbrush, Divide 3-5 times, Dynamesh. Have dense evenly distributed poly's ready for detailing. Even if the bottom isn't smoothing perfectly, you can sculpt out the errors, or turn them into dents, or hide them under…
Some methods -> - Select an ring of polygons on the staff, clone it out, slide the verts to whatever angle you want, then extruded/push/whateveryoulike -- if you need a continuous mesh, just delete the polies under it and start welding. - Sculpt it. http://www.youtube.com/watch?v=PdLcHHb7Cz8 (ninjas from around here) -…
Yeah that's a good way of approaching this. If you use your blockout/base meshes in maya for you to bring into zbrush to boolean/sculpt together, you can use those very same blockout meshes to generate your low poly from. based on your screenshot, you want to match the density of those three elements (sphere, cylinder,…
Hi there, I have a (probably a classic one) topology problem where when doing subdv., I get too high concentration of polygons into one end. I'm trying to prepare this for sculpting, but I though to ask if someone could find another solution for getting this mesh into more even quads. How could I avoid this concentration…
@ THE 5: Maybe you got the sentence wrong: It is not your fault if two intersecting (not coplanar) shapes that do not form a line are not planar, they simply CANNOT be, there is no vertex pushing that can fix it. I meant you would have to adjust things to look good, but is impossible to get a polyline as the intersection…