Hm, firstly you can use dynamesh to easily clean up that mesh so you can sculpt the medium details easier. Now that you've gotten the shape of the hair in place, after you dynamesh it you can use Clay Buildup and Clay Tubes to trace out the general clumps and strands of hair. Strokes in the direction of where the hair will…
Dynamesh doesn't have to be used at higher resolutions. It's more of a basemesh creation tool, so turn it off early and just use the normal subdivision and project tools when needed. You'd probably be better off not even sculpting the high res detail on the different parts first. Get in the larger distinct shapes, the…
@pixelpatron : No problem! I just dynamesh it at a reasonable resolution and work from there. The brick above was about 700k polys. But with this method of masking and moving, you will get stretching. So at that point feel free to dynamesh again. @atomander : Thanks, no problemo. Here's a link to the project on Epic's…
What software do you use to create your high detail model? Most people around here use Zbrush. With it triangles should be no problem. Even if they become one you can use DynaMesh - but you probably will have to resharpen your sharp edges (Note that you should tune up your dynamesh resolution when doing details, but be…
Hey everyone! I've been working on this character based off of one of Sergi Brosa's concepts I've mostly moved on from an initial Dynamesh sketch phase into locking down the forms -> finishing up the high poly. Here is my current progress. The uglier/rougher stuff is either subdiv 1 or still dynamesh and the stash is going…
I'm working on this beast for a creature assignment. I started in Zbrush by using Dynamesh for the first time to block out the form. Then I used Zremesher so I could have a low subdiv in case I need to tweak the form, and reprojected the details from my duplicated Dynamesh back onto it with the morph brush etc. After that…
Thanks. I didn't use an specific guide, but this one here has some interesting info/guide you can follow. https://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1 Other then that. I would say start with a simple cube in your 3d software and create some intresting shapes from it. Export…
If you want it quick and dirty.. Merge all the high poly meshes into one subtool, turn it into a dynamesh and make sure all the stones connect with eachother so there are no holes. You can add another mesh just for that purpose or mess around and sculpt them into one big clump (where it doesn't matter, you want to keep the…
@Solid_Otter Don't mind at all! I almost never manually retopo for Zbrush if that's what you mean, I 100% manually retopo for the finished model though. To clarify I use Zremesh inside zbrush to move from dynamesh to a subdivided mesh once I have settled on my proportions. This is done to allow for higher details, you…
The good and bad news is that you don't really have any details to lose so you can just keep sculpting. As for projecting, it's a very simple process: 1 duplicate the Dynamesh 2 zremesh it 3 with zremesh subtool selected hit project all with the distance at .01 4 subdivide and project, subdivide and project, subdivide and…