Hm. The second one... it's hard to understand what's going on in a high speed video that doesn't explain which tool he's using, or more specifically why and how. The first one is okay, though, though not the kind of subject matter I was considering.
Sorry to bump an old thread, but does anyone know how to achieve the same results in Maya? Maya's "preserve hard edges" does not behave the same way turbosmooth does. There are workarounds, but I wonder if there's an one-click solution. Thanks a lot~
Hmmm CC as a matter of fact these are the tools I personally try to avoid as much as possible when doing hardsurfaces in zbrush!!! First thing : get as much as you can from your basemeshes using the various creasing techniques available. Max has an option to turbosmooth according to smoothing groups. Thats what sebcesoir…
http://boards.polycount.net/showthread.php?t=65018 jenson shows off some hard surface chops in this thread, including a vid. i scanned thru all the posts in here but may have missed it, when working with smoothing groups in zbrush be sure to get the smoothing group importer plugin on the pixologic dload page. total…
Agree with pior... and it shouldn't matter what you use for subdividing in max or any other app so long as you can maintain edge/crease hardness, which smoothing groups do. The idea here is that you are subdividing up the base mesh so that polygon density stays consistent and evenly distributed, making for an easier time…