🧵 Zbrush Dynamesh/Divide
Anonymous at Sun, 26 Nov 2023 14:52:44 UTC No. 965404
What's the fucking workflow of this shit when you're making a character and want to keep subvidivion levels????
I always end up with artefacts or whatever when I'm making something and it always shows up HOURS after the operation meaning I can't even go back anymore.
What I do is the following
> Create Sphere
> Duplicate it for each limbs or whatever
> Do general shapes
> Dynamesh each when needed
> Merge everything
> Dynamesh/Zremesh
> Add details
> Divide
> Repeat adding details
What the fuck am I doing wrong?
Anonymous at Mon, 27 Nov 2023 22:02:45 UTC No. 965483
Bump
Anonymous at Mon, 27 Nov 2023 23:25:50 UTC No. 965486
>>965404
Can you explain what your issue actually is?
Anonymous at Tue, 28 Nov 2023 09:23:35 UTC No. 965531
>>965404
Look up “Zbrush project history” on YouTube. I think this is what you need.
Anonymous at Sat, 9 Dec 2023 02:35:28 UTC No. 966592
>>965404
Example
Anonymous at Thu, 4 Jan 2024 06:45:31 UTC No. 969331
>>966694
dynamesh doesn't preserve levels does it? i thought it was just its own thing that constantly preserves density.
Anonymous at Thu, 4 Jan 2024 11:13:28 UTC No. 969346
>>969331
Nothing preserves levels
I think >>966694's highlighting that dynamesh merges
That said you're better of doing a 'remesh by union' operation then using zremesh
>sculpt in pieces (if you want)
>remesh by union
>duplicate
>zremesh the duplicate
>project details to duplicate
>Get the sculpt as far as as you can handle then Zremesh again if needed, Zremesh+retopo or retopo entirely
>Finalize sculpt and retopo (if it's for animation and you haven't retopo'd already)
All that said, you can do a rough semi-manual (Zrem+reto) or fully manual retopo early and do UV's and whatnot with the mesh so you can easily create polygroups in Zbrush with a push of the
"UV groups" (Group by UV tiles) or
"Auto Group with UV's" (Group by UV shells)
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