Started on the armor. Poor wolf died. Worked over face a bit, I hate trying to smooth a subdivided dynamesh, but didn't feel like retopoing all of that body.
Some people are faster at creating a base mesh in Maya/etc. than using Zspheres/Dynamesh/etc. in Zbrush. The Maya method can be easier for starting mechanical models.
Sorry I'm rather new at Zbrush but I was working on this goblin model, it was fine for the first level of subdiv, then i used dynamesh once and my symmetry is all messed up. did i do something wrong?
Hey everyone, I'm entering this contest and going for a redesign of Morgana as a Succubus. Started from a Sphere in Zbrush and trying not to use any other software so far and sculpt everything y and ( dynamesh + extrude ).
it looks pretty much exactly like remesh or dynamesh in zbrush and it really is usefull, i rarely build any basemeshes these days, this speeds up the form creation process sooooo much
It's fairly uneven in density, which can create problems later. But with Dynamesh these days the basemesh is not such a big deal any more. Here are some more basemeshes, for reference: http://wiki.polycount.com/BaseMesh
The wood detail was created using 'noise maker' in Zbrush. I modeled the hinges and knocker in maya, used Dynamesh to distribute the polys more evenly in Zbrush, and then sculpted the remaining details on top.
Its not required, but I personally like to see that stuff, a good blockout is always important when working off a concept, but I've see some amazing stuff start in dynamesh as well.