Here i did this while listening to a podcast. (more help is at bottom, so read the whole thing and then start if you feel like doing it) I dont know what you know so i made it as simple as possible step by step. This is for me the simplest way I could think of making a model. (in one piece) if you look at the image I…
OK, since you're gonna be using ZBrush, I can mostly retract my comments about anatomy and stuff from the previous posts, since you can use ZBrush very extensively to that effect pushing major shapes around and sculpting. However, after reading what you said about reference and anatomy and such, I expect to see a VERY…
It's been a while since I update my work. I put more details on the tile textures. :) And I'm doing topology work on the ship. I finished the high-polygon modeling 6 months ago, but still making low-polygon for better performance. :)
Sculpting is generally reserved for making very high poly models (millions of polygons) to be used as a source for generating a normal map for your low poly game model (thousands of polygons). Zbrush, Mudbox and to a lesser extent 3d coat and blender are all capable of sculpting.
If I would use polygons, I would make one mesh.Not floating elements.And if we are still talking about this, then one unique texture without mask, or plane without extra polygons is good.But why dont you try out these that we showed?
Just a shot in the dark without any screen shots, but Dynamesh has trouble re-meshing really thin meshes or two-sided polygons. Try adding volume to thin areas with the Inflate or Magnify brushes, and avoid using meshes with two-sided polygons.
@perna As usual, YMMV applies. That said, things like what you pictured only ever happen with non-planar polygons (so for example regular sphere instead of the subdivided box would be clean) and in all the lazercut cutters meshes the polygons are strictly planar.
im making a very detailed high poly object, then I will remove polygons as I see fit to make a lower poly model, also as I use LOD on the project Im working on, im not worried about this object having a huge number of polygons.
The best thing you can do is duplicating and inverting the polygons. Sorry, but you are going to have to cut some polygons from somewhere else in the model. Prefab3D most likely has backface culling on by default, which is how most 3d engines work.
I mean bottom and up, because two-sided lighting of polygons isnt that common. oooo WHEELS TOP --- --- BOTTOM you would still have a side polygon for the main tracks, but for the part B I guess you dont need that, as they are too small