Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(37 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

 
First page  Go to the previous page   [01]  [02]  Go to the next page  Last page
 
Zbrush question..
show user profile  ScotlandDave
Say i am working from a polysphere, after some scultping and smoothing i often get these `poles`, basically tight spots that look like nipples on a smooth mesh and won`t smooth away..

Is there any way to get rid of these?



Website | Blog | Contact | Vimeo

read 505 times
2/10/2012 6:19:39 PM (last edit: 2/10/2012 6:19:39 PM)
show user profile  ScotlandDave
Can be seen here:




Website | Blog | Contact | Vimeo

read 499 times
2/10/2012 6:25:42 PM (last edit: 2/10/2012 6:25:42 PM)
show user profile  herfst1
Do you have z-brush 4R2? If so, dynamesh can fix your topology (but it also smooths out any fine details). If not then I'm not sure. I've got 4R2 but have progressed too far to want to dynamesh again and now my fingers on my hand are having this exact problem. One way that sort of works is to mask out the area that's buggered and use clay -> smooth -> clay -> smooth etc. Or try inflate then smooth. Be interested to see if there's a quick way to do it.
read 496 times
2/10/2012 6:27:47 PM (last edit: 2/10/2012 6:27:47 PM)
show user profile  herfst1
Oops, saw your picture after I posted reply.

Anyway, that's not a problem. THIS is a problem...

P.S. Sorry if I'm hijacking your thread.
read 494 times
2/10/2012 6:30:38 PM (last edit: 2/10/2012 6:32:02 PM)
show user profile  K-tonne
problem inherent with topology using poles i'm afraid- not allot you can do about it
carefull zsub clay brushing will get rid of the pole nipple :) smoothing will help but will bring back the pole bunching too

herf- best advice is to go down a couple of levels and smooth/ move the big stuff into place, when it's smooth go up a level and do it again and repeat till it's gone and you're on the highest level

Website and Portfolio

read 480 times
2/10/2012 6:54:38 PM (last edit: 2/10/2012 6:54:38 PM)
show user profile  herfst1
Thanks K-tonne. Will try that now.
read 477 times
2/10/2012 7:00:01 PM (last edit: 2/10/2012 7:00:01 PM)
show user profile  ScotlandDave
Cheers K-tonne will attempt to work it out at a lower level then..



Website | Blog | Contact | Vimeo

read 473 times
2/10/2012 7:06:48 PM (last edit: 2/10/2012 7:06:48 PM)
show user profile  Dave
Ta muchly K-tonne, I didn't want to be a combo breaker.

"I flew over Egypt once"

read 468 times
2/10/2012 7:11:31 PM (last edit: 2/10/2012 7:11:31 PM)
show user profile  herfst1
Muchly ta, K-tonne (combo still alive).

Followed your advice and ta, da... (can sculpt it now).

read 456 times
2/10/2012 7:49:06 PM (last edit: 2/10/2012 7:49:06 PM)
show user profile  jbrophy
Also if you hold shift, to access Smooth mode, and keep your mouse button down to keep smoothing on and let go of shift you go to a more accurate shift mode. This handles poles better.




Jesse Brophy
jesse_brophy@hotmail.com


Fry Monkey

read 452 times
2/10/2012 7:58:59 PM (last edit: 2/10/2012 7:58:59 PM)
show user profile  herfst1
That's a really useful tip. Surprised it's not it the made-for-beginner tutorials. Thanks jbrophy.
read 450 times
2/10/2012 8:00:55 PM (last edit: 2/10/2012 8:00:55 PM)
show user profile  ScotlandDave
That i didn`t know. Initiates new combo: Thanks JBrophy :)

[edit] Looking good btw herfst1




Website | Blog | Contact | Vimeo

read 441 times
2/10/2012 9:02:49 PM (last edit: 2/10/2012 9:03:30 PM)
show user profile  herfst1
Thanks Dave. I'll stop hijacking your thread now.
read 434 times
2/10/2012 9:08:16 PM (last edit: 2/10/2012 9:08:16 PM)
show user profile  ScotlandDave
I have a new zbrush question:

With the character shown, i have his head and body as separate closed spherical shapes, obviously intersecting..

What i`d like is a single continuous mesh - ie where the two parts intersect at the neck. Is this possible without complete retopo shenanigans?





Website | Blog | Contact | Vimeo

read 408 times
2/13/2012 2:00:18 PM (last edit: 2/13/2012 2:02:06 PM)
show user profile  Octopuzzy
If you don't want to retopo manually you can either use goZ to transfer the models into max and stitch the head and body together, then jump back into zbrush and the details will be projected onto the new mesh.
You could also turn it into a dynamesh and 'boolean' them together, which will change your entire topology, but you won't have to do it yourself. The new topology will be sculpt friendly.
If you started with spheres you don't have much of a topology to ruin anyway so don't worry about it.




read 404 times
2/13/2012 2:05:57 PM (last edit: 2/13/2012 2:05:57 PM)
 
First page  Go to the previous page   [01]  [02]  Go to the next page  Last page
 
#Maxforums IRC
Open chat window


Support Maxforums.org