Let´s begin, the first stages, making a dynameshed bodymesh for using then retopo after archieving some shapes and forms. "At the stage 3 of the body modeling i´ve liked the primary forms, but oh boy i´ve made a lot of changes at the head of future revisions " And here the begin of the ugly faces testing!
Latest update. I've built 98% of the model out and got everything out of the dynamesh stage. I've been doing some overall detailing and will probably start doing some finer details soon. The ears are a brand new addition so I'm still working on those, and I need to figure something interesting out for the glove.
Your hipoly can be made any way you like, as long as it looks how you want. In fact, using the zbrush method gives loads of freedom using booleans from your 3d pack. Thead here:https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1
Yea! The basics for it is to dynamesh it to make sure there aren't any overlapping faces and to keep it a watertight mesh, and then decimate it down. After that scale it to fit a 25mm disc (so it can fit on a 1" battlegrid). You could be fancy and add a peg for it to sit on, so it appears floating. You can see some more…
Today's progress, prepared the chest armor and the leather armor for print, added keys, thickness and checked each objects for errors, as a side note i'm really liking the booleans in zbrush, the produce very clean results compared to dynameshing objects together. Started to prep the arms and will finish them tomorrow…
More progress, Unfortunately it was a really basic base mesh, so I dynameshed it to highest resolution and then divided the mesh further, Somewhere along the way I must have accidentally deleted my lowest subdivision and now i'm stuck at this resolution. You can probably tell I'm not exactly fluent when it comes to Zbrush
While I totally understand approaching a head model in the same way as a drawing, I personally prefer to get some good, lightweight topology in place first which you can then easily adjust with soft selects etc. to fix proportions and achieve a likeness. That said, these days I usually do a dynamesh sculpt then retopo that.
Do you have all the armor and props fused through Dynamesh? Unless you're planning to 3D print, there's no need to do that. Easier to keep things as separate subtools. Also might want to install this plugin since the Subtool list Zbrush comes with SUUUCKS.…
Progress so far! - -Clothing is baked onto Lowpoly and unwrapped -Body and Face is sculpted -Hair Ref is being built for Hair Card placement -And the cybernetic face piece is just getting started in dynamesh phase. I've began to texture my clothing now to take a break from all the sculpting and tedious baking/LP work.
for the layered rock look i usually break the rock up into different flatter rocks and mash them all together using the mesh insert brush + dynamesh There was a very good tutorial floating around here before, that would be useful to you. Ill try find it. found it. http://www.polycount.com/forum/showthread.php?t=110812