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Guide me through this process!

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?


rivero-azmodan.jpg

Replies

  • Bek
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    Bek interpolator
    You could begin by Dynameshing this guy out, getting his main body roughed in. As you increase the dynamesh res you can move on from basic to secondary shapes, things big enough that might influence the topology of the model. Then you can retopo the model at a low level, subdivide the new topology and project the higher res details from the dynamesh model. This approach gives you flexibility and you won't have to worry so much at the beginning about topology.

    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.
  • pǝlloɹ┴
    Thanks for the reply :) i will try this method.
    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?
  • GeeDave
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    GeeDave polycounter lvl 11
    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.
  • Bek
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    Bek interpolator
    Also one tip, sculpt at the lowest possible subdivision for the shape you're making - ie don't try and make huge changes at a high subD level, it ends up looking lumpy and it's also more effort.
  • pǝlloɹ┴
    Dont feel like you're being rude or anything ^_^ Im here to get as much help as possible, and i know you guys mean good with what you're saying.

    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
  • Bek
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    Bek interpolator
    Well a big advantage is being able to go up/down in subD levels easily, however, it's a common mistake to try and make large changes at higher levels. So just be aware of the advantage of being able to sculpt at any subD level. Moving large sections around? Low level, large brush size.
  • pǝlloɹ┴
    Alright yah, i will Experiment with it and keep an update of my work progress :)
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