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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

Beware, though, fine details that you have added will most likely be lost, and if you needed a specific edge flow within your model, that will be lost as well. Keeping that in mind, it is very important to work in stages of detail and retopologize your mesh once you are done using ZBrush or an external program.

1897_tid_gavingoulden_dynamesh_01.jpg
DynaMesh is a great tool for jumping right into a new sculpt, or blocking out a base mesh that you can later clean up for proper sculpting

Top tip: ZRemesher and DynaMesh

After you are done sculpting with DynaMesh, you may want to have cleaner topology within your model for future sculpting or create a low-poly asset for animation. Deactivate DynaMesh and navigate to your Topology brush. This will allow you to draw guiding lines for ZRemesher. It isn't a necessary step but it definitely helps with the end results. Once you have the lines properly defined on your model with the Topology brush, navigate to ZRemesher in the Geometry panel. You can manipulate the density of your final mesh, as well as control what areas are denser than others (if you used Polypaint to effectively mask out areas). After your settings are to your liking, click ZRemesh and your mesh will be recomputed with new topology.

1897_tid_gavingoulden_dynamesh_03.jpg
Once you are done sculpting with DynaMesh, you can use the topology tools within ZBrush to correct the mesh and make it clean for future sculpting

Check out Gavin Goulden's previous tips of the day

Create believable fabric folds in ZBrush
Learn how to define seams with Polygroups
Learn how to use masks for fine details
Create an Insert Mesh brush
Form facial hair with FiberMesh
Painting skin textures with color spray
Using Shadowbox to create quick details
Working with layers in ZBrush

Related links

Check out Gavin Goulden's portfolio
Follow Gavin Goulden on Twitter
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