Heya,
heres a little vid inspired by the new Z4 Shadowbox, but ported over to a regular 3D app - basically using cubes as voxels to cut through. Then Zbrush (3.5!) comes into play to make it all hardsurface. Hope this is of some interest!
http://vimeo.com/14083398
Replies
is there a reason why you switched to mudbox for the final sculpting part?
Regarding mudbox ... I use Flatten a lot and the one in Z just seems odd to me !
Its also very good at merging primitives flawlessly...
(Keen : I would love having something like that in max!! hehe. With the brush tool .. hmmm delicious!)
That's the only reason i see since the topology is awful with remesh (but you can get away with it if you have a powerfull comp)
It basically removes the need for zspheres or zsketch and replaces it by primitives wedging - so much more powerful!
Ill try to post more complex examples later!
(for some reason I thought I'd seen you mention using it before)
would seem a helluva lot easier to just use voxels for voxels.
I may say the obvious but you never know: You can use the carve tool with lasso tool to cut chunks of voxel out of a curve+primitive manequin. Did you try that way ?
I recently "discovered" that, its a bit like the clip brushes of zb4. Combined with sphere brush you got a very quick rough mesh doodler taht let you free to explore shapes.
ITs addicting, gotta do some more now :P
take the polish brush, its way better than flatten
I completely agree about the posing tools, they are completely unusable in the current state, I hope some optimisation is done in that area soon...
That would be pretty awesome and handy too !
BTW there is a REMESH for 3dsmax that comes with the WrapIt script:
Pior, that is a nice technique you've explored
It really is exciting. As much as I love building lowpoly stuff, being able to keep the retopo for the very end even on mechanical stuff really is liberating...
1) Block in using primitives and modifiers in max - arbitrary geometry, arbitrary topology, lots of intersections, maybe even hacked voxels like in Pior's original example.
2) Use WrapIt to create a REMESH
3) Import both the block-in and the remesh into Z, reproject the remesh to the block in, which creates a single decent topology for sculpting.
4) Sculpt
5) Refine to a final high poly by building subD models where necessary to replace sculpted bits
6) Retopo and bake
Do I have that right?
Really neat stuff pior, I absolutely looooove the creative new ways of coming up with new workflows to freshen things up. It can take something that used to be laborous and put a fun new spin on it, making it more exciting. That's how topogun was for me when first getting it to make low poly after high, and then 3dcoat made it even more fun again hehe. I'm all for this methodology! creativity++!