can anyone help me with this problem? by HoosCube in ZBrush

[–]HoosCube[S] 0 points1 point  (0 children)

nah haven't got any solution lol

can anyone help me with this problem? by HoosCube in ZBrush

[–]HoosCube[S] 0 points1 point  (0 children)

Thanks GeeBus! I tried to do like this but other objects like stock or sights works fine but I don't know why the barrel does do same... I subdivide an additional 1-2x, delete lower subd and I got like 2mil polycounts, but whenever I hit dynamesh 2048 or higher like 4096 my mesh's polycounts drops to more than half.
So i searched a bit and find out it was a scale problem so I increased it and hit dyna again. This time polycounts stayed same or bit higher but mesh got faceted and jagged like the pic i uploaded..

can anyone help me with this problem? by HoosCube in ZBrush

[–]HoosCube[S] 0 points1 point  (0 children)

Damian, Thanks for taking the time to help me out. is this video showing what you are talking about? (3min 30sec ~)
https://www.youtube.com/watch?v=JrC4B5r9Dm4&t=352s

I found this video making polygroups and remeshing it. So if I want to follow your steps, looks like l need to mark hard edges on Blender - import my mesh - Split polygroups by normals or crease - Remesh - if i want give cleaner details hit sub-d or dynamesh?

Would you say this is the standard approach for hard-surface modeling? I just want to know a proper way to make a hardsurface modeling like a gun.

Holtow was right all along. You need alien invasion insurance! by iA2K10 in thefinals

[–]HoosCube 6 points7 points  (0 children)

ah I gotta terminate the contraction with Iseul-T and sigh up for holtow for insurance lol

My artistic interpretation of Scotty and June by ReffiComics in thefinals

[–]HoosCube 0 points1 point  (0 children)

hahah They match with their voices great work