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animation ready base mesh from high res dynamesh

I have been getting into the new dynamesh feature of late and loving it. I just have a question about using a sculpt created with dynamesh for animation in another package (specifically 3ds max).

I understand I could just project the details of my high res mesh onto a base mesh with animation ready topology and use displacement maps at render time. The problem is that it’s impractical to take this high poly sculpt into Max for retopology as it is as there are just too many polygons for Max to handle.

I am not really sure of how the retopology tools in ZBrush work but have heard they are not the best and honestly I don’t want to spend hours learning them if they dont function properly. I was sort of hoping I could simply reconstruct lower subdivisions of the dynamesh sculpt but apparantly it contains tris and this is not possible to do.

I know from the documentation that dynamesh is intended to be a low to medium base for a high frequency sculpt but if you are (like me) starting with a high level of resolution then this isn’t completely accurate.

What im really asking here - Is there a way to create lower subdivision levels from a high res dynamesh sculpt? Or should I just stick to a very low res initial dm, subdivide for details and then retopologize the base for animation later?

Or maybe I should stick to the traditional “animation base mesh to zbrush, sculpt and then export back” process if thats what the current project requires?

Is it practical to use dynamesh as a base for animation or is it more intended for quickly creating conceptual visualisations?

If you have an opinion I would love to hear it.

Thanks

I wouldn’t make a decision about how to do something based on “what you’ve heard.” Try the ZB retopo process for yourself to make an informed decision about whether it will meet the needs of your project. There are also third party options.

Any mesh created by free form mesh creation methods will need retopo’d with deliberate geometry, if you plan to use them for games or animation…at least to achieve the best results. In this, there is no difference from using zpheres, dynamesh, adaptive or unified skinning, or any free form equivalents in another program.

If topology is not an issue for you, just duplicate your tool, and create a low res version of it, either by dynameshing at the lowest resolution setting, or by using any other of Zbrush’s skinning or remeshing options, subdividing sufficiently, and project your high res detail onto it. Easy peasy.

Hey Spyndel,

Thanks for the tips! I suppose I should actually try the ZB retopo tool set before I judge it.

I think I will try the method of making a duplicate of my orginal DM, bringing down the resolution, subdividing and projecting the original details. This will also be handy for remeshing in Max as I am accustomed and now that I have a base mesh there will be no trouble with high poly counts.

My first try gave me some unpredictable results so I guess I will have to tweak the Dist and PA Blur until it looks right.

There is just one thing I noticed while experimenting with this technique however - I could be wrong, but if you make a DM subtract with the insert cylinder (in my case) ZB wont let you change the resolution after doing this.

Perhaps there is a bug, or perhaps im just not doing it right.

Anyway, thanks again for your help.

Retopo requires some effort, but it will give you the best results, and it’s a good process to be comfortable with.

They changed the values in the project all menu, and I find I usually have to increase the dist slider slightly to get the results I want. Increase in small increments until you get what you want.

Dynamesh won’t update the mesh unless there’s something to update, or unless you’ve changed a setting that forces an update, like blur. If you’ve been working on the mesh (moving verts), it will remesh into the new resolution.

If you’ve just remeshed, then there’s nothing to update so it wont remesh again, and hence change the resolution. But in that case it’s a simple matter to simply ctrl-z back and redo the meshing process until you get the result you want.

If for some reason you find yourself in a situation outside the above, make a light, inconsequential brush stroke on the mesh and it will remesh.

Cool! Thanks mate!