I found the solution, For making this branch I used Zsphere, Before clicking the Make Adaptive Skin button I turned the Dynamesh Resolution slider down to zero (in the Adaptive Skin box). There were some changes to Zspheres a little while ago (adding Dynamesh) So now it fixed.
I didn't use sub-D for hard surface modelling for a decade already . Because for hard surface things it's either sbs with bevel node on uv islands or rounding shaders to bake into normal map. Arnold , Octane , Cycles all have them . No hi res models necessary at all. Or sometimes its CAD modelling but often doesn't require…
As suspected, has to do with your source mesh (highpoly). It's got faceting because you didn't subdivide it enough times before dynameshing it in zbrush. You can see the original topology in the dynamesh itself - which gets inherited in your curvature. There's a slight indication of that topology/faceting in your highpoly.
I actually have one question for you. Right now I'm not using dynamesh, and so I run out of geo to sculpt around the lips and eyes. Should I use dynamesh ? If I do, then I will lose ability to go up and down on division. What do I do ? Thanks
Thanks guys! @Spencer so far I've used Maya for the teeth and some other small details but everything else has been sculpted in zbrush using sphere>dynamesh>divide>sculpt>dynamesh>divide>sculpt>zremesh etc Some of the earlier renders are in Marmoset @Westfield checking it out now!
is happens everytime i zremesh or just subdivide, from a dynamesh. if i just sdiv from dynamesh more of the small poles pinch thing appear, http://prntscr.com/7zwlfx i really dont wanna loose the form of the sculpt when i smooth the poles with the "releasing shift smooth" option
here's a guy i did to test out dynamesh. just about everything but the hands started from a sphere. i continued detailing and polypainting it and then rendered it zbrush . you can actually use polypaint when its a dynamesh, but don't hide your polypaint and ctrl drag or it will delete your polypaint.
So i actually found a major benefit of using a multiple subdivision levels workflow instead of dynamesh, and that is performance. I realized that when you orbit around your model Zbrush enter a LOD mode, reducing the density of the mesh for preview to improve performance. Dynamesh does not have that benefit :smiley:
Thanks, it was a hard battle, I had a lot of doubts about the materials but finally tried to mix metal appearance with more plastic pieces. I think the balance between them are great. The final part was the yellow paint that just makes the piece doesn't look like a dark piece of metal haha I'll try to make a little tut or…
No Loops: AmsterdamHIltonHotel kinda pioneered this method: http://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 (Which is the methodology behind the Zbrush hardsurface pipeline). Boolean to your hearts content, and then just dynamesh/polish. The biggest advantage for…