Hi all! I am having some real trouble with hard surface modeling. I am trying to make some curvy armour pieces with hard angles in 3ds max and cant get my topology so that there is no bumps near the corners. Here some pics 3ds max topology Here is quick dynamesh model in zbrush and you can there is no bump near the same…
Merge visible and run a dynamesh/remesh so that you get a single surface, then append it back as a subtool; the inserted rope (as a polygroup) can be extracted afterwards and the dynameshed base can be deleted. With stroke:bend enabled, you can edit the curve afterwards to adjust the rope. Once the mesh has been accepted,…
I started with dynamesh to block the body and the main shapes, and when I finished the body, I change the dynamesh to the subdivision workflow (to project and subdivision) to add details. But yes, the lower leg looks like a rough sea. Also, it was my first time doing a foot, so... I need to improve the process until I…
Also, dynamesh attempts to preserve your existing shape (especially with that project option on by default), so if your pillars look faceted before dynamesh they'll probably look faceted after. Easiest thing you can do for yourself (as suggested by others) is to split your model into relevant subtools so you can control…
@Har: thanks, I actually used Dynamesh so there's no subdivision, but you are right..I think my Dynamesh resolution to start it was too high. I need to practice focusing on forms first before the details. Thanks for the feedback, I'll keep in mind for my next one. @Ged thanks for feedback..I did some changes on the side…
Dynamesh Master, not decimation master. Can be found here. http://www.zbrushcentral.com/showthread.php?177194-DynaMesh-Master!-unofficial-Information-Installation Decimation is found in the Zplugins near the bottom. It reduces the poly count of the model while keeping as much detail as possible. Obviously if it is taken…
Just thought I'd follow up on here since a similar issue happened to me (again). Assuming folks aren't using the projection wrong (have models visible and geometry turned on to projection settings)... It's almost always a scale issue. I was using Character Creator recently which has a terrible scale for zbrush sculpting…
@cromadbomber 's solution means you don't have to care about the ngon's. Even your original attempt would be fine. On static geometry such as this there isn't really any sane way of doing good topology, nor does it matter that much. If you want to sculpt it or deform it, you can voxelize or dynamesh it. Hence why…
for avoid go to preference - draw and change max brush size and dynamic brush size and use Dynamesh Master this plugin work differently as Zbrush Dynamesh its just how to deal with it in zbrush you can't change global scale as say it before and just work part by part so there is no problem I belive well you still can use…
Use dynamesh. But you'll have to make the shirt a watertight (solid) mesh first. You can use the close holes function for this plus some manual clay brush sculpting to fill in some of the cavities between the torso/shirt that will cause issues with dynamesh. You'll also need to merge both subtools. The neck opening on the…