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Sketching With DynaMesh

By Gavin Goulden
Web: Open Site
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Date Added: 31st July 2014
Software used:
ZBrush, Misc
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BioShock Infinite lead character artist, Gavin Goulden, provides tips for sketching in ZBrush with DynaMesh...


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When starting on a new sculpt, sometimes you just want to jump right into the action and not fiddle with creating a base mesh in a 3D program. DynaMesh is built specifically to allow you to avoid that step, loading in a very simple primitive and dynamically adding geometry to your model as you push and pull to get a desired base mesh ready for intense sculpting. DynaMesh also serves as a great way to jump right into ZBrush and start sketching. Ideas can become clearer when worked on in 3D, and you can be left with a rough model to build a base mesh from – things like armor designs, creature proportions, and alien races. In this tutorial, I will give you a quick introduction to this tool and show you how, by using DynaMesh, it can make your workflow more streamlined and focused more on the fun part of the job – creating art, and creating it fast.


Modeling with DynaMesh

To begin, import a base mesh primitive or use one of the primitive models included with ZBrush. With the model activated, navigate to Tools > Geometry > DynaMesh. This will activate DynaMesh and convert your model into a DynaMesh object, blowing away any levels of subdivision you may have added. Generally, I like to work with a light mesh and increase the mesh density as I work. By holding Ctrl and drawing outside of your model, you will recompute DynaMesh over your model, which will add geometry based on how much you've distorted the topology of your mesh.

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DynaMesh gives you the freedom to sculpt by dynamically adding geometry as your mesh becomes too distorted


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