

This value will depend greatly on the size of the piece you are working on. Under Geometry > DynaMesh, enable Polish and set your resolution to a pretty high value.

You should be left with a very dense but un-smoothed version of your model: Under the Geometry Tab, disable the Smt button next to Divide, add about 6 subdivision levels, and delete all but the highest. Import your asset into Zbrush, if Importing multiple, use the Auto-Polygroups option and then Split by Groups to separate each item into its own subtool. How do I Sculpt detail onto this low-poly form while retaining the hard edges that I’ve already defined? The Solution:ĭisable Smooth Tessellation in Zbrush and use A high resolution Dynamesh to create a sculpting base.
The element is blocked-in, but is lacking in detail, personality, and weathering.Īdding the previously mentioned details through conventional modeling would be difficult and too time consuming, and while sculpting it would be faster, the additional subdivision levels that would require would only soften the already established form. I’ll start with this piece of geometry from one of my projects. Here’s a Mini-tutorial on how to add rough weathering and detail to low-poly, traditionally or box-modeled geometry. Moving game assets between multiple software packages can often be the best way to get the “look” you want.
