Hello Polycount! Today i am requesting some help on an upcoming project i am working on. It is a Character from the Game Diablo 3, the characters name is Azmodam. I am wondering what approach you guys would take when modeling this.
I will be Using Zbrush to get the basic Sculpt and then Maya to add Armour details
A very nice walk through of your methods would be highly appreciated
As it would help me with my work
Things i want to know:
What sub Devide level would this model be using?
Judging by looking at this picture, roughly what would the Tris count be?
Replies
Of course you might want to quickly block out shapes with zpheres or primitives in another app first, then dynamesh them for a starting base. As you said you'll make the armour pieces inside your polygonal app, so you'll make them as once you've got your retopo'd model.
One thing, Before i get my new computer in a weeks time, my current computer's hardware isn't really up to date. Thats why i was wondering, would a subdivide of 4 be high enough for this model?
Is that a serious question? I don't mean to be rude but you should do yourself a favour and not get held up by such insignificant details. If you wanted, you could get the basic shape with no subdivisions what so ever... it's up to you, your own skill level, and how far you want to push it. You can't just say "I'll do X number of divisions", it's all about using what you've got. Start low, build up.
So what your suggesting is, Get the basic shape of the whole model at a low SubD level and then when adding detail to the model, start to increase the subD level to what best fits?
Also, if it's not to much to ask, would u guys mind doing a quick sculpt of this model just to see what you're outcome of this is. But only if you have spare time and wouldn't mind doing so