Tried experimenting with ZRemesher but even with polygroups, curve guides & density painting, I elected to just manually retopo. Not sure about this edgeflow, but maybe I'm just being fussy?
Any modellers?
This is for the base mesh, I'll be doing a high poly on top of this one.

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Been working on the clothes today!
Been watching some tutorials, mostly zRemesher, zModeller and polygroups and it's incredible how much I simply was either not taught or forgot.

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"polygroup"で色分けして表面を綺麗にしていたのですが時間がかかる割には綺麗にならなず"ZSphere"で"retopo"の方がメカは綺麗になりそうなので"blender"と同じではありますがこちらの方法で"ZBrush"で進めております。

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最後の更新から時間が経ってしまいましたが人型ロボットをZBrushを勉強しながら徐々に表面を綺麗にしています。polygroupで色分けして表面を綺麗にしてみています。他にも方法はないものか?全身を綺麗にするのには遠そうですがいろいろと勉強していこうと思います。

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昔教えてもらったPolyGroupitを使ったPaint描線によるグループ分割、ようやく理解した…

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Is there something wrong with the way I'm doing this?
When I select multiple polygroups, the other polygroups disappear.
Then I mask the polygroups that are visible, then flip them further and rotate them with a gizmo.

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sure! Its pretty straight forward, just a tad tedious. I start with just blocking it out and dynameshing a lot, then ill split out the different parts, zremesh them, add thickness, and set up polygroups so I can polish with them in deformation before I subdivide and sculpt

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New VRChat avatar project! Working on an anthro version of Topaz, a Yeen Fox Dragon I adopted from the amazing @/MADSHYARTS. Here's a peek at the blockout phase. The colors are Zbrush polygroups, which makes it easier to edit areas individually as I modify shapes.

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One of the good things in zbrush is the mermaid-esque color palette you can get through polygroups.

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Male Head Basemesh by Anton Kyrkach https://t.co/rzdrLLrWGn

Includes ZBrush file with topology/polygroups, skull and skin polypaint for bake

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Head Basemeshes - Great way to start your projects!
It has clean topology and it’s polygrouped.

https://t.co/iTE4x0EPG4

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⭐Quick Maya-ZBrush Tip! If you import your model from ZBrush and it's split into pieces, set the Import Format to OBJ and enable 'Single Object'

You can also in ZBrush go to Tool - Export - Grp, or simply make the model into a single polygroup (Ctrl W with no mask enabled)

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I haven't done actual video game development for awhile so I forgot how much I liked looking at my model with the color maps/polygroups on the finished retopology...

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Wanted to share my Male and Female Models, complete with subdivision layers and polygroups, ready for posing. since its low to high :)

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Yes. Polygrouping everything to make it easier.

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Polygroups内のGroupFrontをクリックするとビュー方向の表と裏でポリグループを分けることができます👍
便利な機能なのでぜひ使ってみてください✨✨

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Polygroups内のGroupFrontをクリックするとビュー方向の表と裏でポリグループを分けることができます👍
便利な機能なのでぜひ使ってみてください✨✨

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Substance painter
zbrush FBX設定でExport Polygroups as matで
polygroupがTexture set になるのか

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Polygroups machen spaß jaja :))

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(解決済みかもしれませんが)くっつけたくない部分を、別々のPolyGroupにしてDynameshオプションのGroupをチェックしておくと くっつかないですよ。

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