Subdivide the piece a couple of times according to personal comfort with the mesh density. What I often do is set my smooth groups in max, or in Silo use edge creasing on all my sharp corners that I want to maintain through subdivisions. You don't want long slivers of polygons to sculpt with in zbrush, which is what bevels will typically give you due to the tight grouping of edges along sharp corners etc. This is better than doing micro bevels everywhere the way you would for a typical hand built sub-d piece that will go straight to render or baking. The idea here is that you are subdividing up the base mesh so that polygon density stays consistent and evenly distributed, making for an easier time when you sculpt it. and it shouldn't matter what you use for subdividing in max or any other app so long as you can maintain edge/crease hardness, which smoothing groups do. Then he simply adds details on top of that.Īgree with pior. Max has an option to turbosmooth according to smoothing groups. First thing : get as much as you can from your basemeshes using the various creasing techniques available.
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