@Sunray There's a button called 'Split into parts' that will split the object based on separate meshes within a subtool. @demilich I use dynamesh primarily, it just produces a better result for the kind of assets I do/
Hey! Latest progress - made it all dynamesh and broke it into separate pieces. Still need weapons and a lot of other stuff! I've been f...... struggling with this model, combining human and turtle dna! Cheers!
I have the same problem. When I add a new layer, the whole object turns black while it works fine in other projects. I fix it by turning off dynamesh and dynamic subdiv.
Use both, finish a highres sculpt in max or zbrush then in zbrush zremesh or dynamesh the high sculpt to a lower polycount and export that obj to max, then in max add the final touches to the low poly obj and bake
Hi guys its me again with some problem -) after dynamesh, edge going unsculpable its bug or I did something wrong somebody can help please and with Layer issue too ^^
1.You make a model in Fusion360 2. Export it to zbrush (as .obj) in order do make a high poly (dynamesh/polish) 3. Export another .obj to Maya and make a game model.
hi. sorry for my English ;) I don't pay attention to the topology. later in zbrush I will make dynamesh. while I'm making the model for printing, I'll probably make textures later.
I agree 100% Nuclear Angel. I was hoping the bright yellow would convey the temporary/unfinishedness of the goo though. It's literally just a dynamesh object straight out of zbrush with no texture applied.
Thanks for those replies ! :) Here is the final sculpt. I used dynamesh to merge the flesh with bones and I used claytube and flatten brushes. @ D1ver : No, I just came with my boyfriend :\ and thanks !
Mask by noise and inflate (in deformation tab) works pretty well too if you don't have any lower subdiv (in case you're using dynamesh for example, or you forgot to store a MT).