If I recall correctly, ZBrush started out as purely 2.5D with the whole "pixols" tech which was basically color plus some height data. They added 3d meshes that you could stamp down into pixols on the canvas. But it was still an orthographic view mode. Then people were manipulating 3d models more, and not stamping them…
Hey guys, I've been a given an art test for a games company because they liked my portfolio even though it didn't have any game res stuff in there just high poly stuff. Anyway my question is that for one of the objects I'm modelling (3DS Max) I was given a quad limit of 1500 and when I modelled to this poly count using the…
1 - can i use zbrush for retopo? or is it better to use a different application? Don't shoot yourself in the foot by attempting to retopo in Zbrush, it will just be a waste of time and you will not develop good habits from it. Retopo is first and foremost rooted in being able to build rock solid polygon geometry, and in…
Modern workflow for a character is to: a.) create a basemesh. b.) Sculpt the high-poly details into that basemesh. c.) create a new animation ready mesh that matches the silhouette of your high-poly sculpt. d.) bake the high-poly information down into a low-res mesh. Right now you are at step A. The basemesh you are…
If you can iterate through islands and apply different smoothing groups to each island, that would be helpful, but it isn't the same as setting hard edges by uv islands, which is what would be REALLY cool (and I imagine what most people would want for game art). If you look at the image I linked, imagine that the top and…
Day8: After modifying the armor from it's initial design I was able to break down the polygon count from 86k to 60k by removing the 1st breastplate, arm bands, and the armored belt. I then created even more assets to place on the Samurai which did bring the polygon count back up to 80k, but with plenty more parts for the…
You can have all the ram of the world, but in Max, if you have a gamer card... you won't do anything reaching the limit XD. That's why i work with quadro and Maxtreme. My Bro have a GTX285 with OC, and it's a huge shit in Max, literally. His Max collapses with files i load in a sigh. All the micro detail could be added to…
Sounds like you might have degenerate polygons, like 2 point polygons or maybe a polygon the same vert twice (or ngons). I'm not sure what quadrify will do for those. What app are you exporting from?
Using particles and instanced geometries will save you a lot of ram and computing power on rendertime. Instead of calculating millions of polygons of a single mesh you only calculate the polygons of a single particle instance and use these polygons in multiple places.
Thread resurrection, 2017 ~SP1 - but I rarely use 'select by overlapped polygons', but found it no longer works. I get no polygon selection when there are overlapped polygons - it's like it was removed from the software completely.