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Just getting back into the groove of things

z_2
z_2
Hello all,

As title suggested, I'm just getting back to the groove of making models again. I wanted to get an opinion from everyone on my work in progress I've got so far.

Also I have a question in regards to making the sharpen part of the blade, I've used the arrows to indicate the 2 large plane changes on the concept art that I'm pulling from. My question is, what is the best way to go around doing that in zbrush, which tool/workflow rotation should I use without getting too much of the lumpy/soft claw result. As you can see, my current results are giving me quiet a bit of hard time getting that clean cut look. Any pointers here would be greatly appreciated and thanks in advance!

Replies

  • z_2
    going to make a selfish bump. I really don't know how to make the edges more crisp and the side planes more flat/crisp as well. If anyone can demonstrate that for me, that'd be great.
  • ZacD
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    ZacD ngon master
    Typically you want to just model the blade and the sharpness of it in a normal 3d app like max or maya and add details like dents, cuts, and notches in zbrush, it'd be quicker and cleaner.
  • Calabi
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    Calabi polycounter lvl 12
    Yeah just use smoothing groups, hard edges or whatever in your program of choice.
  • CKohl
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    CKohl polycounter lvl 10
    Pretty good recreation thus far. I agree that for the edge you would just want to do that in your modeling package.
  • z_2
    Hey guys, I had to put this off for a bit until I had the time to work on it again. So far, I've retopoed the original mesh, and fixed the edges inside of maya for an sharper look. I still need to thicken the blade, so it doesn't look paper thin in comparison to the rest. Any comment/critique would be great. My next goal is to do a quick preview render in zbrush, potentially take this as an attempt to poly paint/texture, then more zbrush render before making lowpoly/bake.
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