Just for some clarification, dynamesh resolution isn’t based on the size the subtool appears in the document (viewport) but is based on the unit size of the model. You can find this located in Tool > Geometry > Size. The dynamesh resolution number is equivalent to the number of polys generated on an axis for the default ZBrush cube size of 2 units in all axis. By scaling the model with the gizmo you are changing the actual size of the model and so the larger model will have much more resolution at the same number due to its relationship to the unified ZBrush bounds of a cube. Clicking on the Unify button in Deformations will size a subtool to the default units.
How did you make the wrapping on the sword handle? The lines look so straight. If you could please give a breakdown on that it would be much appreciated!
That explanation was not clear. I am going to read the comments to see if that way I can understand better. I can repeat without understanding what you did and probably will get the same result, but that will not be helpful as far as using this tool is concerned.
Just for some clarification, dynamesh resolution isn’t based on the size the subtool appears in the document (viewport) but is based on the unit size of the model. You can find this located in Tool > Geometry > Size. The dynamesh resolution number is equivalent to the number of polys generated on an axis for the default ZBrush cube size of 2 units in all axis. By scaling the model with the gizmo you are changing the actual size of the model and so the larger model will have much more resolution at the same number due to its relationship to the unified ZBrush bounds of a cube. Clicking on the Unify button in Deformations will size a subtool to the default units.
Thanks! That helps...
Very clever way to get around some Dynamesh limitations.
Thank you!
Not sure why you would pose a broken up dynamesh model when you had much better posable topology already?
How did you make the wrapping on the sword handle? The lines look so straight. If you could please give a breakdown on that it would be much appreciated!
There are several ways to achieve that, zmodeler, polygroup with nanomesh, instance curve mesh, u pick.
Love epic entry
Great usage with Home target
Thank You 🏆🏆🏆😁!
thinks for the tip!! can i use it in any case in zbrush core too, or is there another way to do that?
How did you make the katana Wrapping?
CurveStrapSnap brush, i imagine.
That explanation was not clear. I am going to read the comments to see if that way I can understand better. I can repeat without understanding what you did and probably will get the same result, but that will not be helpful as far as using this tool is concerned.
Похож ;)
Support character animation without rigs please. Im sure you can do that
Do NOT use tessimate with stager - dosn't work as it should. Bug reported
AGREED