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Dynamesh quirk [Answered]

I’m probably missing something simple, but I’m having an issue with the polycount on models that I start using another method such as ZSpheres, sculpt, then convert to dynamesh versus primitives that I just start out as a dynamesh. On the first set, when I convert to a dynamesh it radically reduces the polycount and zaps detail, regardless of what I set the dynamesh resolution to. Remeshing with dyna does not act as it does with the base primitives, either. It tends to maintain the lower level of detail. I had a model go from 2.4 million polys to 500K doing this. Sculpts started the 2nd way work fine.

Is there something I have to do to these sculpts before I convert them? I like combining both methods and would hate to have to remove ZSpheres from my workflow.

Thanks

I notice that using the insert brushes to add big inserted meshes holds detail and bumps up the polycount whereas the same brush applied at its normal scale loses detail on the dyna remeshing step. Could size/scale be a factor?

Dynamesh resolution is related to scale, based on one ZBrush unit (as displayed in the Tool>Preview window), so there is a maximum resolution for a particular model of a given size.

However, remember that Dynamesh is a low-medium resolution solution. There no point in introducing it later in the workflow if you can avoid doing so. Adding detail is best done by subdividing the mesh.

Hello everyone. I started using Zbrush for the first time today and I’m really amazed by the application.

After a few tutorials I’ve decided to go wild and design sketch/reference-free models. Here, I have this dagger on Sub division level 7.
http://i.imgur.com/9UBfr.jpg

There’s no problem at this point as far as working on it on this subdivision level. However, since I pilled out most of the geometry from the original Maya import (upper left from picture), the details such as the bone branches are being ignored when I lower the resolution.

What would be the best solution for me? I have the habit of sculpting things a little too much.

Thanks.

marcus_civis, thanks. That’s what I was thinking, but wanted to be sure. Now have a better idea of how to update my workflow.

Kantham: You will most likely have to retopologize the model in ZBrush or Maya, creating a low poly that has geometry where the extra detail is. It’s pretty easy for an object like the dagger. There should be tutorials for the ZBrush method in the tutorial forum.
Hope that helped.