The way he did it was, Step 1: Make low poly Low Poly Step 2: Import to zBrush Step 3: Sculpt details, (while retaining the overall shape) Step 4: Then bake maps using the low poly from step 1.
Howdy, I think Ive found a way round your prob. STEP ONE: Select all the boxes. STEP TWO: Mesh > Combine. STEP THREE: Select all the faces you want to scale. STEP FOUR: Edit Mes > Transform Component. STEP FIVE: Scale em!! STEP SIX: Mesh > Seperate. Hope it works! ~J~
just think of the training this guy went through. standing on that step-stool, then stepping off, stepping back on, and stepping off again. just over and over and over until he gets right.
Step 1): Dig up an old thread Step 2): Necro the shit out of it! Step 3): ??? Step 4): PROFIT!! =) EDIT: Anyway, here is the whois info (note the parts in bold:
Yes, if you want your edges to be more round or to have thicker bevels for readability or style, this should simply be a part of how the high poly meshes are constructed, not a step you add at the end of the process.