I want to try this workflow, but I have a few questions: From my understanding you start by sculpting the base form with dynamesh, then use zremesher, and then divide a few times to sculpt details onto the surface. But my question is: where in this process do you start to go asymmetrical? (while you are still working in…
Probably. But no reason to make a rule from it. Usually exiting from the dynamesh part of the workflow means I'm certain about proportions/forms. And by certain, I mean I'll change it seven more times :). Like I said, I think the crux of the decision is solely, "will I need to make changes that will require new topology?"…
Dynamesh is size dependent so no magic number here .rule of thumb keep it as low as it give you barely enough poly to model what you needI will work for the most part on something low like middle one and when I am happy with overall shape then crank one up for smaller details like the 3rd one If second is 128 , 3rd is 256…
End goal: to use the skeleton to add muscles for anatomy study (almost like an echorche sculpt). I want to try this workflow to see if it would speed up my process of sculpting. I feel like it would force me to only work on the major forms before I am able to work on surface level/micro details. I find myself sculpting in…
Ask yourself first whats your end goal => just trying new workflow? Would you use those models for anything else but studies ? Are you satisfy with Zremesher topology ? and will you need to retopo again ? Why would you prefer model with subd levels ? As far as asymmetry goes its up to you both a valid :blocking symmetrical…
You've just got to take time to test it out on a case by case basis, and pretty quick you'll develop a feel for it. So always save out your scene or ztool first, make a duplicate, and make a remeshed copy and see if you can sculpt the detials you need without topology limiting you. If you are fighting with the topo, then…