I am not sure but I think it does this automatically now. For example, the exact same mesh in Mudbox 1 *seems* to be far lower rez at higher polycounts
Per tells it how it is. The worst part of Zbrush, aside from never feeling in real 3D space with your model is the perspective. It makes it really hard to make decisions on proportion because once you import into Maya it looks totally different. Subtools for example.. Why do I have to append a 'polymesh3D1' before I can…
So... I played a bit more with Mudbox and it didn't change my initial impression... It just takes me way too long to get to the results that I get so quickly in ZB, even after getting used to using actual keyboard shortcut to undo and ctrl for alt (opposite) brush instead of... alt key. Here's the example: This head took…
http://area.autodesk.com/mudbox_preview#performance_preview Saw this link on Tweak. Interview with Dave Cardwell and a small video demo of new features. GPU powered interactive HDRI and AmbOc on a 25mil mesh interactive in viewport. Crazy stuff. Photobucket link…