Last edited by nebular; 11-14-12 at 03:03 AM.
thank you very much, it is always interesting to know how others work gives many ideas
Nice workflow, thanks for the Tutorial!
sadicus | Win 10 | nvidia GeForce GTX 680M | ZB4R7 x32p3
Thanks so much for making and sharing this tutorial. Very helpful.
I believe I have learned so much from this. I can't wait to apply it to what I am working on.
PFC666, sadicus,EZRA52,InkySpot, Jake Rupert,
wow, waht a great response! Thank you for kind words, I'm glad you'll find it usefull
i know this was said alot above but, thank you, it was very helpfull. and your sculpts are awesome too.. anyway thanks again!
Great tute many thanks for posting your findings and method.
......Nobody tries to be lah-di-dah or uppity--There's a cup-o'-tea for all.
Thanks a lot nebular.
It's also a pretty nice way to make sculptris meshes ready for zBrush and other apps
Fast easy and keeps all the detail when reprojected on the original sculptris model.
Not without mistakes but a good example:
Last edited by Knacki; 11-12-12 at 03:11 PM.
Thanks Jake, Boozy and Adam and welcome!
Patokali, nice result you have there!
Knacki, great idea with Sculptris! Try to close the holes with pinch brush/ mirror and weld combo to avoid having adtional topology in place where holes used to be.
This is great thanks.
Can I ask, if you have an external app (Lightwave, modo, maya etc), I take it you could export your mesh after the qremesher.
Then in the external app, delete one half, make sure all the centre points are actaully on the centre, then mirror and import back into Zbrush.
That would work wouldn't it?