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>> No.386272 [View]

>>386271

i fucking know right?
i tried decimation master like >>386189 said. it does give you control over polycount, but ugly tris like the other anon said. you can zremesh afterwards though, if you put adaptive size to 0 it'll actually keep the same polycount. of course theres wiggling room, but definitely something to play with.

>> No.386198 [View]

>>386196
fuck me. thanks will try.

>> No.386194 [View]

>>386189
albeit free, but still addon. are you saying there's no way in vanilla zb?

>> No.386191 [View]

>>386177
well, so what, i can only have a good topology in the end if i already have good topology in the first place? isn't the point of retopo to get you know.. good topology?

i'm telling you, we have like three diferent outcomes now based on approach, we need someone who actually understands the software to tell us where we fuck up. it's likely we're doing that.

>> No.386188 [View]

>>386178
didn't consider that. assumed he's genuinely retarded.

>> No.386175 [View]

>>386174
>implying i can make even a 3 minute short film.

theres still people that make money in AAA movies, ads, product presentations, realtime architecture,... whether or not these people use zbrush, is a different question.

but srsly, as for games, if zbrush cant get the polycount down on a simple cylinder, why should it do it better for complex objects? what i'm saying is, the anon who said manual retopo might be right.

>> No.386173 [View]

>>386169
>theres only money in games

as for the rest the rest, uhh yes cpt obv sir, that's why i mention the polycount.

>> No.386168 [View]
File: 335 KB, 1366x768, Unbenannt.png [View same] [iqdb] [saucenao] [google]
386168

best i can do is 1700 tris. just remeshing produces the same shit you had, dynameshing it first seemed to help. target polycount all the way down, adaptive size all the way up, curve strength all the way down and then slowly move polycount and adapt. size towards the middle. still requires a bit of cleanup but doesnt seem too horrible, compared to making it from scratch i think.

>> No.386167 [View]
File: 170 KB, 976x640, 2013-10-08 01_26_05.png [View same] [iqdb] [saucenao] [google]
386167

going from this

>> No.386092 [View]

>>386081
how does this differ from conventional subdiv modelling?

>>385962
for a game and strategically placed. figure i can get some teens to give me their money if i let them blow shit up with their dick.

>> No.386086 [View]

>>386083
this is the one i watched on zremesh. first hit on youtube, did a good job or remeshing several times with different settings to show the difference. was enough for me so i didnt even click on the lower ones.

http://www.youtube.com/watch?v=CVoFi2mnyhA

>> No.386080 [View]

>>386072
this one looks good to me. needs a bit cleaning up manually, and polycount is far too high ofcourse, but other than that not too bad, topologywise.

>>386073
oh god this is just shit. guessing too low polycount?

I cant even find edge preserve off the bat, but isn't situations like this where you would use zremeshers adaptive size? From the tutorials ive seen it's what allows more detail in places.

if not, sorry mate, just learning myself.

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