I got an idea for a sculpture this weekend, that I think would be a really cool way to test out fibermesh.
I want to sculpt a small apartment, and use short fibermesh hairs for the carpet, and longer twisted ones for a rug.
Maybe even make a few potted plants.. Make a tree and grass outside..
What do you think?! I think it could look pretty sweet, if done correctly, and tastefully.
This kind of work is hard for me to do rapidly and accurately within zbrush.
I've used another program to make the "base", and I would like to use zbrush to detail.... But..
Unfortunately, you can see it imports with some crazy tri geometry - subdivisions look like death. Any tips you can lend on cleaning things up would be greatly appreciated. I've tried retopologizing with zsphere rigging, but I cant seem to get results that look anything like the original mesh... Do any of you use other software programs for managing our geometry? It would be nice to find a program that can easily take care of this, so I can have nice quads to detail on.
So, since I'm kind of stuck at the moment, I'd like to at least share the work I've done on the initial base, as well as a quick render of it within zbrush.. I've been experimenting with lightcaps alot lately.
Thank you for taking the time to check this out!