which by the way we can still make use of, of course. Let's take a look at how it works and how it compares to the traditional sub-d modeling workflow. This saves precious time and keeps it all to one software without having to import/export back and forth. Thanks to the remesher modifier we can now do all of this in Blender with the exact same results based on direct comparisons. ![]() ![]() This workflow is not necessarily new but so far a lot of people would make use of ZBrush to get this result through DynaMeshing the geometry there. Once we get to the high poly part we will make use of Blender's Remesher modifier which is an amazing way to create high poly models in a modifier-based and non-destructive environment and with excellent results.
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