Today we covered a lot of ways to refine hard surface dynamesh concept sculpts, starting with surface finishing brushes like hPolish, as well as masking with depth mask to make manual polygroups that respect sculpted edges. Then we talked about zmodeler and creasing to get nice smoothing on your hard surface models, and took our polygrouped / Polish by Features concept sculpt and turned it into a nice, ZModeler friendly ZRemesh to continue to refine. We then go over slicing with group-dynameshing to create complex intersection meshes, and using alpha libraries to help come up with interesting base meshes. We discuss motivation vs. discipline, and take a little tangent while creating a weird frog creature. We then take a fan mesh and do a basic anatomy walkthrough while making slight tweaks to the base model. We end with a discussion on rapid iteration through ZBrush to external texturing programs for in-engine evaluation during the look-dev phase of production.
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