I wrote a more comprehensive tutorial on this workflow in Technical Talk - <a title="Link: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial" href="http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial" target="_blank" rel="nofollow"><span…
Looks like a Cover of an Engine! Nice ^^ Its a really fast and cool way to design some nice shapes. At the end its about playing with different settings like polish and dynamesh resolution. The cool thing is that we dont need subdivision modeling like for modos mesh fusion. Dynamesh makes it :) Hey Ben, have you some kind…
Interesting technique. I have a question. When you bring it into ZBrush, after you Dynamesh it, are you hitting clay polish? Mind going into a bit more detail?
Well, I've detailed a Proboolean / Dynamesh workflow for blockout through HP through LP. I would love to hear more about one based on Meshfusion or OpenSubdiv in more detail.
It would be the same as Dynameshing in ZB with a lower resolution. Not a good way to create a lowpoly, especially if you have source boolean objects on hand. That said why not give it a shot, experiment a bit
Interesting workflow Ben ! I've been using a similar workflow in Maya but with GoZ in Maya and a Macro that applies the Dynamesh+Polish then GoZ again.The only thing that sucks about Maya is the way everything is destructive tho.
Dynamesh works for pretty arbitrary geometry. With Quadrify things with intersecting complex curves don't work so well. I put together this crank case this morning: I tried using Quadrify Mesh on that and it turned into a disaster. But something that's mostly built from rectangular solids would probably be fine using that…
It's for cleaning up raw boolean objects in max. It just adds the Vol. Select, Vertex Weld, Turn to Poly, and Edit Poly modifiers and configures them a bit. I don't do anything to the Dynameshed object except put the proOptimizer modifier on it to decimate it.
Wait...i know that ProBooleans gives some really dirty results. For example a lot of unnecessary vertices which has to be cleaned up. So you just loaded the Messy ProBooleans Mesh in zBrush, Dynameshed it and Polished it? DId you cleaned the ProBoolens in Max before? Thanks, Gazu
I've been using the Polish slider under the Deformation tab The circle / asterisk to the right of the slider toggles whether the effect has hard edges, or smooth edges. For this I've been running it on the smooth setting (asterisk) first to get rid of any remaining segments on rounded parts, and then the hard setting…