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Help me understand how to use dynamesh to do what I want

Hey guys,
I’m fairly new to most of zbrush’s tools. I have been using it for a while to do simple things like decimation master, mostly as a go-between program since it can handle the polys and pass them to where I need em.

Now I am trying to learn to sculpt a bit. Specifically, I am trying to make some river beds. The way I would like to do this would be to make 3-4 Polymesh3d’s, and then draw them all over a very lowpoly plane (like a 8x8 grid that roughly defines the river’s depth and width).

I just can’t figure out how to do that! If I draw more than one polymesh3d, one of them basically becomes non editable to me and I can’t figure out how to merge more than one thing with Dynamesh. I have gotten dynamesh to work for topology stretching fixes, but not for merging different models. I tried using a subtool and drawing another polymesh3d in the subtool but I don’t think I understand what’s going on there.

I also tried using a brush called “IMM Clod” and this brush is almost exactly what I want to do. But I can’t figure out what IT does either!! It draws what I want, but for some reason turns every other instance I just draw to a dark shade of grey, and locks painting to the new “clod”. Then I can’t figure out how to use dynamesh to merge all the little rocks into one terrain.

I am hoping someone reads this and understands what I am getting at, because I am really not understanding this aspect of the tools.

Subtools would be the way to go. In particular you’ll want to select a starting mesh to use, and then use either the Insert or the Append button (in the subtool palette) to group all the other polymesh3d objects into the same tool. You’ll then be able to select each one whenever you want to edit. If you want them to all be a single, solid mesh, then you can use the Subtool merging options (merge down or merge visible), followed by dynamesh.

Insert brushes mask off the rest of the model, so that you can quickly use Transpose or other sculpting tools to fine-tune the position of the inserted object. All you’d have to do is clear the mask in order to be able to edit the rest of the mesh again.