I got one for that too - used to be the main way I did HP work macroScript QuickSubdivisionStack category:"Bolton Tools" toolTip:"Quick Subdivision Stack" ( if (selection.count == 1) then ( macros.run "Modifiers" "Smooth" $.modifiers[#Smooth].autosmooth = on macros.run "Modifiers" "ChamferMod"…
ZBrush typically does a very good job importing messy geometry and Dynameshing it, I'd say a 90-95% success rate. For anything that doesn't work so well I run this macro on it in Max: macroScript QuickLowpolyStack category:"Bolton Tools" toolTip:"Quick Lowpoly Stack" ( if (selection.count > 0) then (…
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.
Probooleans retain all of their individual operands as live, editable objects. This makes it easy to go into each operand and reduce segment counts, remove tertiary details etc. Note how this is still a Proboolean object and we haven't done anything destructive. Now our problem is unwelded verts, n-gons, and concave…
@MaxHoek It's definitely not flawless with complex geometry. With the max method you'll have to know how many segments things need to be, how the modifiers/double smooth will affect them etc. The quadify mesh modifier works insanely well for simple-moderate geo and I'd say its faster than modeling finicky bits by hand.…
Making this doodad in the spare time to experiment with a different (for me) hardsurface workflow. All the modeling is being done inside Proboolean objects in Max, then exported to Zbrush, converted to Dynamesh objects and polished (automatic processes - no brushwork - takes about a minute), then imported back to Max and…
I highly recommend watching these videos OpenSubdiv: https://www.youtube.com/watch?v=QFckVSyvVy4 https://www.youtube.com/watch?v=UQ0xF4_1jSY This one introduces something called CreaseSet Modifiers, which allow you to generate crease sets that allow you to change the creasing on the fly with different values and naming…
This is the only way to make hardsurface modelling tolerable. I've been using this and similar techniques for a few years now and working any other way drives me mad.. A couple of things I'm sure you've already tried but... you'll probably find using proboolean's decimation/edge removal options can do a lot of the work…
Awesome stuff, I remember s6 showing this high poly method as well in the model dem shapes thread a couple years back I think. How much control over edge width do you have in zbrush and did you end up bridging max to zbrush with a script? I can see exporting and importing hundreds of high poly objects getting mundane,…