![]() If someone have a trick to prevent clicks on the brush, eraser, color picker, etc to be soooo slow to respond, I want it ! :) Hand Painting with 3DCoat after baking's done.You get better results with one or the other method depending on the object. Or with 3DSMax (slow to load HP mesh, no polypaint. ![]() Or with 3DCoat that also bakes ZBrush vertex color (PolyPaint) and gives fast and fucking good results even when elements are not attached to the mesh. Baking with XNormals (bakes polypaint information) if the mesh doesn't really require a cage.This software changed the look of games as much as normal maps did back in the Dreamcast days (things began to really look better at the time John Carmack was coding Doom3's Parallax/normal mapping). Cloth, bags, etc with Marvelous Designer.Unwrap of the lowpoly with 3DCoat (simply excellent).So use Dynamesh if you enjoy the freeness it provides, or keep on subdividing to add thiner details) Then Subdivision of the retopo mesh + eventually dynamesh on top of that to add thin details (EDIT : as BjornarShock stated below, dynamesh would indeed destroy your topology.And 3DCoat's retopology rocks (It feels better than Topogun, but it's just a personal opinion). 3DCoat retopology by hand always gives better results than ZRemesher in my opinion.I overuse polygroups that enable me to crease the mesh in one click (Crease PG), Polypaint precisely (Mask by Polygroups -> 100) and much more. ZBrush doesn't like much open surfaces.). It takes more than a few days to master ZModeler Brush, but it's damn good (except that the basic of lowpoly modeling : edge extrusion, can't really be done without a few extra clicks to delete faces generated when extruding the edge. Dynamesh / ZModeler Brush / ZSphere to get the overall shapes depending on the kind of piece you're working on.My personal workflow depending on the mesh, Organic or Hard Surface :
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