If you don't care about preserving the turbosmoothed edgeflow, you could use dynamesh (or remesh + project). The result should look the same as far as the surface goes, but the topology will be more uniform. Normal retopology should even work too.
by the way, I tested it on maya. I was surprised to see how robust it was. It allows to use booleans operations on complex and dirty meshes. If I understand correctly, it uses voxels to remesh the new object. It can be compared to both meshfusion and dynamesh.
Hey JMT thanks, what I was doing was working from an olkder iteration and using dynamesh to move it all out. I just added in a new pole and now will start working on detailing the axe. Thanks for the pointers: Current Stage:
Hahahahah I was rofling so hard before I posted it, oh gawd hahahaha ;D I nowadays do everything inside Zbrush using dynamesh and the awesome tools inside the program. Not caring that much about the topology actually : )
Ok so I did a fairly quick concept sketch but I think I'll let it grow and change as i sculpt and more ideas come to me! Im gonna get my dynamesh warm and ready for some blocking in :)
I understand :) If no visuals are allowed, can you give more details on how it works? As far as I understand when painting you're actually modifying the mask, but visually are you painting the mask (black&white mode as in dynamask) or the actual material? Are there any improvements in the dynamask editor speed? Are there…
Thank you Brett! I began the Process with a sphere at a DynaMesh Resolution of 32, I can see now my Base Mesh could of been more accurate. This is my Base Mesh before Sculpting Anatomy & Muscles.
not really sure what you want to create, but it would be way easier just making one rock, and duplicate that one to make the formation, dynamesh them together and then make variations and details, and you wouldnt have the spacing problem
well if you can still animate each part and the polycount is no problem you could also use the dynamesh model I guess. Use ProOptimizer to bring the polycount down to a reasonable level. but it depends on where you are aiming at:
Regarding modeling, fight to figure out new high level methodologies and theories. Jsut this year I just became aware and comfortable with the boolean-dynamesh method that has opened up my flexibility as a hard surface artist.