ok …
so i’m used to the normal flow of making my base mesh (with proper poly flow) in lightwave or maya… then hop into zbrush, make my morph target… then go on and detail it for displacement and normal maps… like I’ve been doing the past 7 years…
BUT…
now i’m trying out the whole dynamesh function, with qRemesher etc… and getting nice results…
However… i have no base mesh at all… is there no way to create one except for the topo brush?
whenever i try the reconstruct subdis button, it says it can’t do it… either because of tris or just “because”…
so i love how i can intuitively sculpt whatever’s in my imagination with dynamesh…! love it…
and love how i can remesh it with qRemesh… the guides are great…
thing is i’m just left with a high density mesh… no base mesh.
my high density one is at 80k
i’m not doing this character for a game… it’s for a personal film…
so is 80k good for a basemesh? think i’ll be able to animate with it smothely in maya?
i’m obviously going to go way up in HD for skin details etc… for my maps…
i know the standard polycounts for games… but what about for film?
thanks!
