ZBrushCentral

Decimation Master and then Dynamesh?

Hey everyone,

I’m just wondering what the effects of decimating a complex mesh, and then applying Dynamesh at a low resolution would be?

Would that create a low poly copy of the original, suitable for applying maps to in other programs, yet sans problematic triangles?

Thanks!

Probably, Qremesher is the way to go due to better topology control:
http://www.zbrushcentral.com/showthread.php?173177-Tutorial-on-creating-low-poly-mesh-with-qRemesher-from-high-ress-DynaMesh-model&p=984487&viewfull=1#post984487

Wow, thanks! This looks really handy.

So basically, I can just decimate my game model and then use the Qremesher to get a good model to export. Sweet.

One thing is kind of confusing…if this method is now available, are we still to use maps?

You shouldn’t have to decimate before running Dynamesh, Remesh, or QRemesh. Decimation would be more useful to run if you were going to export the sculpt to another program to retopologize it there.

You’ll still want to export maps if you aim for too low of a resolution. The game model’s geometry should mostly be enough to cover the silhouette, with the normal map covering the rest of the surface detail (unless you’re aiming for a really lowpoly hand-painted look, in which case it all boils down to how well you paint the diffuse)