This is what I was able to do it in about 20 mins, it only took that long since I had to actually create a concept. I used Maya to use booleans and then imported them into Zbrush. I then used Dynamesh Master to Dyanmesh the objects into 3 million polygons. Then I simple just used the Polish feature and got a total of 6…
That's not really something this workflow can accomplish You can feed a CAD mesh into ZBrush and get edge-polishing out of it, Decent enough for rendering. But as far as a clean mesh, that's the point of the first half of the workflow, working with 3ds booleans in the first place.Doing it within Max or another parametric…
@patrickchu With the circumstances you've said yes, dynamesh is basically adaptive topology and constantly changes based upon what resolution you chose, or if you decide ctrl+drag as it updates to better distribute polygons. This means it usually doesn't have any form of lower subdivision and is highly destructive. So by…
Yeah that was post-dynamesh. The issue in the image you posted is insufficient polygon density for the object. You can solve it by increasing either the Dynamesh resolution or the absolute size of the object I think you should learn it. Then you can decide whether to keep using it based on direct experience. This also…
Don't forget that using this technique, you're ending up in Zbrush, with a sculptable mesh, and an incredible set of sculpting brushes. You can sculpt. :) Edges can be customised if needs be using any number of tools. You can set up polygroups and polish by groups, you can Trim dynamic angled bevels, use the clipping…
I don't have ZBrushCore, in order to be certain someone would have to actually try it. But going purely by the documentation I would say.... kinda maybe. The entire process hinges on the ability for you to dynamesh at high resolutions, if dynamesh works differently in zbrushcore and you can't get very dense meshes out of…
Just ran a test with about 50 operands of all shapes and sizes. Didn't drop a single frame in the viewport. Calculation time went up fractionally as I got close to 50 but not too noticeable. Proboolean Max2016 As for the new(old) bools in 2017. Yes, they are faster than Proboolean. You don't need to be able to extract…
@cabooes Alright. It seems I found the issue. Zbrush WeldPoints has some weird tolerance slider(Weld Distance). By default it seems to be set to 1. And that will only merge a small portion of vertice. Now you can crank it up higher but I wouldn't recommend since there is no floating point precision in distance(And you…
This is a process for creating hardsurface game assets, automating the highpoly and lowpoly stages as much as possible. Using this technique the artist can spend more time focusing on form design, less time on tedious operations relating to subdivision or optimization. I've been doing this for a couple weeks and received…