DYNAMESH TUTORIAL PDF

Apr This is a process for creating hardsurface game assets, automating the highpoly and lowpoly stages as much as possible. Using this technique the artist can spend more time focusing on form design, less time on tedious operations relating to subdivision or optimization. Create meshes in 3ds Max as Proboolean objects. Any mesh in 3ds Max can be converted to a Proboolean object.

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Apr This is a process for creating hardsurface game assets, automating the highpoly and lowpoly stages as much as possible. Using this technique the artist can spend more time focusing on form design, less time on tedious operations relating to subdivision or optimization. Create meshes in 3ds Max as Proboolean objects. Any mesh in 3ds Max can be converted to a Proboolean object. A Proboolean is an object that contains a list of meshes that are combined, in order, using standard boolean operations.

These sub-meshes are referred to as "operands. In other words, the object itself is completely nondestructive. When using cylinders, use high segment counts. I often use 36 at minimum and or for extremely large cylinders.

This will produce better results in Zbrush. Send the Proboolean object to Zbrush and Dynamesh it. Once the mesh is fully defined as a Proboolean object we can send it to Zbrush to automate the highpoly process.

One quick step first, though. Probooleans have a lot of concave n-gons, and these can be mistriangulated on export or import. Once this is done, export the object as an.

OBJ and open Zbrush. Choose one of the default Dynamesh projects from the start screen. Click the Tool, then Import, and navigate to your. Click the Geometry tab, then the Dynamesh tab. Pick a resolution - what you need will depend on your object. I used here. Note - you can get a plugin, Dynamesh Master, that improves this process. Several people have recommended it to me. Once you regain control, the object has been remeshed.

Now go down to the Decimation panel and have a look at the polish options. The Polish process has a toggle, activated by clicking on the icon to the right.

It changes the effect of the process: To actually apply the process, drag the slider out to some point along the bar. The further you drag it the stronger the effect will be. You can apply it multiple times. Play around with it, try to get the level of edge thickness you want.

Now we just need to decimate it and bring it back to Max. You can use any decimation tool you like. Generate LP by reducing operand segment counts and applying modifiers. The same principles apply to any model made with this workflow.

To generate the lowpoly we go back to our original Proboolean objects and duplicate them to a new layer in 3ds.

Go through each operand with an eye towards reducing geometric complexity. This is where the live, non-destructive nature of the Proboolean shines. You can click on any operand to select it, and then edit its parameters directly in the stack. For cylinders, reduce segment counts.

For tertiary details, detach and remove them entirely. The main problems now are stray vertices, n-gons, and concave polygons. We can solve these problems with a simple modifier stack - Vol. Select to grab the verts, Vertex Weld to weld them, and Turn to Poly to divide our n-gons into convex quads. For this reason I also put an Edit Poly modifier on tap of the stack, where we can make final, manual geo edits.

If any revisions happen down the line, this is the only destructive part that we have to remove and re-make. I hope this walkthrough proves useful to some, and if anyone has any tweaks or improvements of their own I invite you to share them.

For those of you finding this thread from the other direction, these are a few assets I slapped together with these methods:.

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Bookmark the permalink. As you sculpt, particularly in low resolution meshes your polys will become stretched and distorted, making further sculpting difficult. This topology is not intended for exporting to a rendering or animating software, but is instead merely a clean surface on which to continue sculpting. It is useful at the very start of your sculpt as you can quickly pull and stretch a simple sphere into a rough shape for your model, before dynameshing it into something reworkable.

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