Book Image

CryEngine Game Development Blueprints

Book Image

CryEngine Game Development Blueprints

Overview of this book

Table of Contents (22 chapters)
CRYENGINE Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Highpoly


Now that we are in Zbrush, we use the scale reference to aid us as we start blocking out the forms of the body—starting with a sphere primitive utilizing the DynaMesh function. DynaMesh allows us to be more creative and treat the model in the same way as we would a piece of clay, allowing for a much more natural approach to our creations.

DynaMesh will keep adding new geometry to the model as we sculpt, avoiding the need to subdivide the mesh as we work. It will also keep the mesh even, to avoid faceting.

When working with DynaMesh and creating the highpoly, it is important to remember a few simple rules that will make the sculpting experience more fun:

  • When starting, keep the mesh as low as possible to allow for quick iteration.

  • Increase the density of the mesh only when it's reached the maximum of its integrity. Going too high too soon will slow down the process and make it harder to smooth out the mesh as we are working.