I know that not everyone likes the way Pixologic goes, but you have to give them credit for constantly breaking conventions and introducing new ways of doing things. Right or wrong, they are by far the most experiemental of the main software companies and always trying to improve things for artists.
Why is pixologic so simple when it comes to retopology but absolutely brilliant in other areas? Qremesher is amazing, (although it wouldn't work for one model with multiple subtools that were merged, but I could do each subtool individually so no big deal) which was made by verold not pixologic. Then we get to the topology…
Yes, I'm an artist :) But the fact is that dynamesh is just the old unified skin, being applied several times during your sculpt session. I'm not saying it's not useful, just that is not something new and revolutionary. This guy used to sculpt this way much before dynamesh was released. In fact, I suspect that Pixologic…
what REALLY hurts my feelings is that where so many of the new tools and functions are pushing / wanting for the composition of multiple objects. . . and it's the one thing maybe above all else that zbrush is just plain fucking balls at object management in the app is just abysmal. downright absurd. drop this silly fucking…
so essentially your walking in a circle then. its the scan data workflow. and not any faster. in fact it sounds like more messing about with polygons and topology at an awkward stage in the sculpting process to take your dynamesh to hires sculpting mesh. it takes 10 minuets to model a simple base cage in maya/max with all…