Thanks guys~ i had a little experiment into dynamesh... it really messed up the topolog. ZRemesher wasn't very helpful either. So, i guess moving through the sub divisions and lots of tweaking is the way to go? I'm worried about messing up the smooth feel to larger surface areas, but i really need to define some edges..
***latest progress*** Hi, i realized if i was ever to improve the look of my models, i would have to learn new skills... only using 3dsMax and Photoshop aren't going to cut it anymore i guess... I really want to make a character model that fits the style of current gen game models like those of 'God of War' or similar for…
Don't worry about messing up the smooth feel; go back a few subdivs and start there. Make it look kinda pixel-y, that's okay. If you go back, work until it starts looking pixelated, THEN subdivide, it smooths it out. If you start at a high subdiv, it will be muddy and blobby. Additionally; shift is mapped as the smooth…
Higher subdivisions and a higher dynamesh level will mean you'll get less of that sorta artifacting. Don't be afraid to be a bit destructive. If you're worried about that and not being able to go back in a save, go to your file tab and hit "undo history". This means when you save, the history saves, too! Just look at…
Everyone has their own approach when it comes down to creating characters. I like to not worry about topology till I have majority of my forms sculpted and finalized. Personally, I have found it to be most comfortable staying in dynamesh for 80% of the process. There are certain areas like the eyelids and mouth where I'll…
Working off a base mesh, I personally wouldn't dynamesh unless I was doing a full body, working off a sphere or REALLY lacking quads in an area that needs high detail. I find dynamesh is kind of a destructive workflow; good for blocking out if you don't model a basemesh, and handy if you have areas with stretched quads,…