 Originally Posted by michalis

WOW, this last one is amazing!!!
DO you separate these loops? As new solidified subtool? (sorry, I meant extract)
how the workaround with displ works:
1. it must be a bug, because zbrush lets us to preview bumps but it doesn't apply UVrepeat on real displacements.
2. I use to export these to blender, render with cycles. Having in mind to fix it the blender UV editor. I just noticed that zbrush was exporting obj with h,v repeat coordinates precisely. So, importing this obj in zbrush works. Simple.
Just remember, next time don't apply displ, just export the obj. You have nothing to expect from maps. These are already in zbrush and waiting the imported obj with the right (this time) UV co ordinates.
BTW, intuos are wonderful tools but I bought the large one. I need a few days to feel comfortable. It's like working on small sheet of paper for long time and suddenly face a large canvas. The touch of the cat, the hit of the tiger... there's a difference. Leading me to more abstract and expressionistic solutions. I don't have to zoom for adding details now. It's great to have a vision of the whole thing when you add details.
Of course, it is the hand behind the sword that makes the difference. (quiz, what was the movie?)
Thanks! (and AT LAST!!!!!!)
In this one I did not separate anything, its all one mesh and started off that way.
The bug was messing with me badly, I didn't understand that one step, I think it ought to be in the documentation or something if its not there already.
Im rather thrilled with the medium size, but I bet large is a lot of fun... I wonder if its more tiring though?
Im also sort of curious about the ones with the monitor built into them, that could be interesting but I suspect they would become worn and not look so good, I can see the ZBrush UI in parts of mine and if that happened on my monitor I would get bitchy.
 Originally Posted by Patpotlood
that hand is great.
export to obj and import trick is the thing,
I also love the nice loops on that hand.
still strugling with that grouploop, etc.. stuff.
do you zremesh them before applying the loops?
or after,
or not?
for me, whatever i try, the loops have always kind of jagged edges,
and they are mostly very tiny.
grtz p
Thanks!
And YEP! That did the trick!
Usually I do things differently then this one, but it doesn't matter in this case cause I wound up with the same thing loop wise that I would have anyway, just a LITTLE bit better maybe.
Normally I start off with a low rez object, UV it, then subdivide, delete lower, and then do group loops, then I repeat the process as many times as I can.
Often this is only three or four times, polygons add up quickly.
In this case I made the model a while ago and it had a lot of polygons so I reduced it with ZRemesher before doing all the UV-ing and looping stuff.... ZRemesher is fantastic but it doesn't like thin areas and it seems to dislike things from Sculptris and various other programs so I have been using DynaMesh first since it seems to love things that have been DynaMeshed, in this case the model itself was started in Dynamesh but because everytime I remeshed it the hands would turn into lumps it was huge and had about five million polygons, UV-ing five million polygons is not a great idea unless you want ZBrush to stop for a LONG TIME, and then you still have to make polygroups and that takes even longer and has no progress bar.....
Harumph.
If I can ever get the time again I will make a comprehensive set of tutorials for this and all the other stuff I know how to do now... I just need more time.....
 Originally Posted by michalis
Hey, all the loop tricks in zbrush is a remeshing (from a point of view)
Sculpt a potato something, curve some holes. Zremesh it. It will give you loops. You may select them, extract them or whatever.
Or just paint masks on a low poly dynamesh, they will be converted to loops if you wish it. (no tris please).
The whole thing with tri's is annoying as hell. I always have them no matter what I do so using "Reconstruct Subdivisions" never works......
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