In some tutorial i saw using remesher at 512 res and have many polygons
I used remesher at 1024 res and the result was weak. “fewer polygons”
The resulting polycount from any given dynamesh resolution depends on the scale of your model. If your model is tiny, even the largest resolutions will only give you a handful of vertices. If your model is massive on the other hand, then a resolution of 16 could give you a million or more.
My brush draw size is set to 2 and is still big. at 1 witch is stil big when I sculp is afecting the entire subtool.
This is probably another sign that your mesh is too tiny, although turning off the dynamic brush size will let the size number correlate to your screen and not the model.
As for this particular model /issue, I believe there are a few things to consider if you want the caps of the cylinders to be a different material than the side of the cylinder.
- I find that if something is a separate object/material in real life, then its usually easier and more accurate to keep it separate on the model.
- If it’s not supposed to be physically different materials and you only want to emphasis the shape, RGB polypaint is the way to go.
- Materials can’t blend over a polygon like vertex colors/ RGB polypaint can. This is why its easier to split materials up, giving each their own unique vertices (which means you don’t want to weld them back to a single vertex once you do split them).
- You’ll want to crease the edges to hold the shape while the meshes are split, not welded
- An alternative, if you do want a single water-tight mesh, would be to add some very tiny edgeloops around the polygroups. This gives the material more room to make mistakes with the blending, as it will be smaller and harder to see.
- Be sure to isolate and fill your polygroups with the materials instead of painting or using masks. You’re more likely to get a crisper result as the others have a tendency to blend around the edges.
- This change of matcap over the surface in zbrush isn’t even going to be reflected in Unity or 3dsmax at all, so is it even worth all this trouble?
Lastly, I would check to see if you need mm accuracy. It can be needed for prints, but often on real time assets it can be better to emphasis certain edges and features (functional vs realistic). Otherwise the details might be too small for a normal map to hold, and you’ll likely wind up with something that looks good up close but worse the further it gets.