So I started a character with zspheres and then went to dynamesh and it’s around 900,000 polys Dynamesh (it’s my first time in dynamesh, so I have no idea if that’s good or not). I feel like when I held shift down to smooth early on, it was working fine, but now after working with the mesh for hours in dynamesh, smooth is doing basically nothing. Is this common? How do I get smooth to work again?
try turning up the intensity
or switch to the smooth stronger brush (found in lightbox)
Ya, I did both those already. I have it at 100 and I’m using the smooth stronger brush. And basically nothing is happening. I don’t know if I’ve accidentally turned on something or what. But without the ability to smooth, it feels nearly impossible to sculpt.
If Dynamic Subdivision is on then that has a tendency to make smoothing all but useless.
Otherwise, 900000 points can be a LOT of vertices for the base level. All these points are going to make smoothing harder as it is since you can’t step down to lower subdivision levels to smooth out larger forms that way.
Since you’re new to dynamesh, you might want to treat it more like a base mesh creation tool. Keep the resolution as low as possible just to create the larger shapes you need (arms, fingers, horns… basically anything that actually contributes to the silhouette). Once all these forms are established, turn Dynamesh off. You should have a lower resolution base that you can then subdivide for finer details, or you can run Zremesher before subdividing to give you an even cleaner base level (which might be more preferable for characters).
Oh my God, Dynamic Subdivisions was somehow on. Thank you Thank you Thank you!!! That was driving me insane seriously.
Instead of starting a new thread, I’ll just ask in here since you guys saved me once. Ok, so I finished my dynamesh sculpting and I wanted to export the obj to Maya. I brought the obj into Maya and it’s in a bajillion pieces. What am I missing to still do? Note: the model was started with zspheres and when I hit Shift+F you can see the many colored shells. I try to just do the default remesher but it loses tons of detail and goes from 900k to 200k even with Target Polys count cranked to 100, Double, and Adaptive Size pushed to 100, it can’t get past 200k and loses almost all the face detail. Is there another solution to bring this thing together so I can bring it into Maya as 1 piece? As well, the entire reason I want to bring it into Maya is so I can resym it, as I stupidly had symmetry off for nearly 2 hours of sculpting I tried to smart resym and some other online things (delete half and mirror it) and nothing works very well at all. As well, when I do the remesher it seems to average the 2 areas that are different (my hands are mostly what I forgot to sym), so they also get messed up.
Here is the scene file if anybody can take a look at it, it would be ultra cool: https://drive.google.com/open?id=1b4OVyidsilXArVZFT-faZQ02UY1r_Xcm
By default, polygroups in zbrush will export as disconnected meshes. So you could turn everything into a single polygroup (Tool: Polygroup: Group Visible, or Ctw;+W if nothing is masked), or simply disable Tool: Export: Grp prior to exporting the OBJ. I prefer the latter option since it preserves the polygroups inside of zbrush, which can be quite useful.
As well, the entire reason I want to bring it into Maya is so I can resym it, as I stupidly had symmetry off for nearly 2 hours of sculpting. I tried to smart resym and some other online things (delete half and mirror it) and nothing works very well at all.
Try Tool: Geometry: Mirror and Weld. This will mirror the side of the mesh that is on the Positive side of the Axis (the direction the line points on the floor) and will mirror it to the other side. If you wish to mirror the opposite side instead, you only need to mirror the mesh first (using the Tool: Deformation palette).
Oh my dear Lord, please find me and get free drinks all night. Thank you!!!