I just wanted to address something in the Making Of lord of Darkness thread, but didnt want to pollute the main thread, as Tjnyc is being so good as to detail all this for us.
In Zbrush, if you hide the unmasked mesh portions, then use “mask all” again on the visible portion, before using the “delete hidden”, it protects the remaining mesh from the smoothing, you you can delete without having your form slightly altered.
Look forward to the rest. It would be great if this technique could be utilized to somehow export mulitple colour map textures from ZB as well, for the same object, as ZBs no-fuss, seamless tile mapping is great, but is hard to get high enough resolution to support the colour detail you want for large meshes, because the resolution gets eaten up by all the polys, not all of which are prominent enough to warrant the attention.
Keep it coming!
cheers



