Hey all! Long time since I've done any personal projects. My brother (Keen) made me a concept for a side project I'm working on and now I'm gonna model it. I want to set this guy up for Z-Brush and sculpt in some wood grains and metal scuffs etc. and I have no idea how it's going to go (I have very very limited knowledge in Zbrush) So Im gonna document my adventure here. Any help from you guys would be awesome. Heres the concept.
and here's the start of setting up a base mesh. (I took some creative liberties)
wires
Again, I have very limited knowledge of high poly modelling and creating base meshes. I am going to even up the poly distribution before putting it into Z-brush and try to get rid of all triangles etc. But any glaring errors you guys see let me know! thanks
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it looks pretty good I must say. I like the concept alot! well done
Raiskul: I'm actually using Max. I think the reason you think there is missing wires is because I have a few N-Gons in there I hadn't taken care of yet.
So here's the finished base mesh that I plan to take into Z-Brush. (I plan on exporting it in pieces and putting them in layers in Z-Brush) Which I have no idea how to do yet! So let me know what you think of the base mesh and whether this was a smart way to go about it.
And here's what it looks like with turbosmooth on it with 3 iterations. SO I'm assuming it will subdivide nicely in Z-Brush.
Any tips tricks or crits would be appreciated!
you don't use layers in ZB as you describe- you want to export as different subtools and append them together- layers in ZB is for layering sculptural details and poses (like blendshapes), not differing pieces. Just export each piece you want to have separate as an OBJ, then import them one by one and choose subtool-- append to bring them together. If you place UVs in different quadrants f UV space on a single obj, then ZB can turn these into separate polygroups for selecting. You don't need a proper unwrap, just project messy ol' camera based UVs and shove them into a quadrant, and this part of your mesh is separated
Hope that'll be of some use!
~P~