
I dont' do base meshes as much anymore and definitely don't model them first to bring into 3dc. sculpt in voxels/surface mode, either from voxel primitives or a curve rig (like zspheres). You can import a base into voxels and retopo/UV and paint. You can start from scratch in voxels and retopo/UV and paint. You can import a base and keep to per-pixel and normals work. You can import a base and use the non-voxel painting and sculpting tools. So regarding your workflow question, it's kinda up to you (again). Of never really intending to deform your imported base.mainly for They still work inĪ reasonable capacity, but not up to Zbrush standards (either in brushīy user demand, he incorporated per-pixel painting with the purpose Model to a larger degree, you used the 'sculpt' tools.

Polys and a 4096 texture map was best for producing fine detailedĭisplacements on your textures.


The 'old' version 2 way was to bring in a lowpoly base via 'microverts'Īnd select how large you wanted it to be sub-divided. Rather than classifying it as 'wide and random', it's more a result of aĬhange in focus in the dev. Anyone got tips on exporting a basemesh etc Malus?Ĥ.painting textures is a little odd as the interface isnt always very informative and you can end up painting normal depth specular and colour on layers you really really didnt mean to and then its a bit of a mess.ĥ.uv unwrapping is still a bit new no idea how the tools feel at the moment but it was a little too hands off for most people and didnt allow much manipulation of uvs. tools when voxel sculpting are a bit confusing, they dont work the way you expect and getting high frequency detail is almost impossible in voxels hence the surface mode now available but you loose your sculpted details if you manipulate(eg move) the models surface at allĢ.there are soooo many tools to try I dont even know what they are really for and Ive been using it a while! some tools are really powerful but hidden eg surface mode is opened by clicking the square next to your current voxel layerģ.not easy to export a useful mesh from a voxel sculpt, quadrangulation works to some extent on simpler voxel objects but I often just export the rediculously highpoly voxels.
