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I was wondering if any of you worked with nano mesh or micro mesh. I've seen that you can get some amazing detail from those but I'm having hard time finding out how if possible you translate it later on to low poly model. Can you make a displacment or normal map out of them?
I'm interested in making chainmail and I've seen guides on how to make a brush for it and I've made one. However, even if I make the rings least poly possible the poly count gets out of hand very quickly since you need so many rings to cover any area.
I of course know nothing about it, but this was all I found on it- (hope someone will answer your question, it's been a day already)
http://polycount.com/discussion/154598/zbrush-nanomesh-uvs (was this you asking the question at the end?)
http://docs.pixologic.com/user-guide/3d-modeling/nanomesh/
https://pixologic.com/zclassroom/lesson/nanomesh-functionality
I've played with it but I'm not an expert. I did find that inserting them through Zmodeller seemed to give me more control iirc...
In regards to poly count that was something that concerned me. I'm not sure how it would go if you did it and then remeshed it at a lower poly count? Haven't tried it yet.
Hey, Novica. I haven't had a chance to got through the whole thread yet. I was wondering, though, if what you are doing in Zbrush is easily translatable to their free version, Scupltis, which I have? Zbrush is out of my price range for the moment. I would love to figure out what to do in Sculptris, though, until I can get Zbrush. Did you happen to try that out before you got Zbrush or did you go straight for the paid program?
thx Novica, those links will come in very useful :)
Went straight to Zbrush, only because I tend to get confused when I switch programs and didn't want to learn another interface. Maybe someone who has tried Sculptris and Zbrush can answer that for you.
I mean if you want to play around with sculpting a mass of virtual clay sculptris is just fine. As far as sculpting the brushes behave in a similiar way to Zbrush.
Okay, it appears the rigging in Daz is done based on polygroups (When using Figure Setup.) But the polygroups just have numbers. Is there a way to name polygroups in zbrush that will still be present once the object is imported into the studio?
Cath from Mec4D wrote a mini tutorial that can be found here about how to preserve polygroups.
https://community.hivewire3d.com/threads/mec4d-tutorial-preserve-polygroups-after-importing-model-to-daz-studio-mini-tutorial.197/
Rigging in DS that requires polygroups is only the legacy rigging. Weight mapping does not require groups you use the transfer utility and projection templates unless you wish to create your bones from scratch.