You could dynamesh it back together, but then you ruin your topo which isnt a bad thing if you were going to retopo anyways. You may have to go in Max or what have you and weld the verts back together if its low enough. Other wishe i don't know a good way in zBrush otherwise.
I'm sure not everyone has the same workflow but the lowpoly I start with in zbrush is a zsphere of a dynamesh sphere for characters, and a cube in Max for a mechanical model. The game lowpoly is a retopoed version of the finished highpoly. If that mesh looks like crap then I'm really in trouble! I think you are missing a…
Well, in game everything will get triangulated. That's why in gamedev when people say poly they mean triangle. Modeling in quads is really only relevelant if you are doing sub-div modeling or preparing meshes for Zbrush with no intention of using Dynamesh. Another thing to bear in mind, that usually the tri count is not…
Being able to adjust where the Dynamask Editor pops up would be nice. For instance, if I click the mask button on a material layer the Dynamask editor opens up in the same place every time. If I have windows set up like I like them, I end up having to move the Dynamask editor back to the same spot every time I open it…
well you def got some resemblance going there, assuming this is dynamesh I would for sure retopo at this point and start working on the lower subdivs and finesse those shapes in there. I wouldn't jump into details just yet. Neck and skull are looking a bit strange in the three quarter view, would take a look at that, the…
Some more practice, I accidentally had dynamesh set too high for then neck which bumped up the polycount unnecessarily. There's a lot I don't like about this sculpt but I read into Hogarth's "Drawing the Human head" so at least I learned more about the structure of the head! Is it recommended to sculpt in dynamic…
You can try split the finger, for example. Place the pivot in the center of finger in gizmo mode. Put the finger straight 90 degrees. Make Mirror and Weld. Add the detail you need already on the symmetrical finger. And then at the end, when symmetry is no longer needed on the finger, merge subtools and connect finger with…
Hey dmilligan277, Glad you got it sorted! Thanks for the update. As for manual mask edits, there is a feature for non-destructive painting in the Dynamask editor, make sure you use this! When the reimporter is run, all current masks are regenerated, and so if the Photoshop layer masks have been painted on directly those…
Set up one of the rust materials and then pop open the dynamask. When the dynamask appears it opens up BaseMaterial_Mask.psd and there is a space within that file where you can add custom painted layers for masking. So you could make a new layer there and paint as many leaks as you want. Since it's part of dynamask, it'll…
Thanks for comments guys! @Lokthar yez it will be game ready scene in the end :) Got some updates on the project :D I'm currently working on the pilot for the plane. I decided to make it from scratch for practice, so basically, everything made from sphere and dynamesh and retopologized in 3dcoat. I wasn't so focused on…