Hey guys,
Got a quick question for you all; how would you go about making the base mesh for an astronaut-type character in this sort of style:
![IMG_6433.JPG](http://lh5.ggpht.com/_WDmOOECn9i0/SNlS_shdwPI/AAAAAAAAC4Q/nmCDQDg9Tok/IMG_6433.JPG)
I'm not sure whether to make a very simply base mesh in Max and just sculpt everything, or make the hard edged stuff such as the helmet ring in Max and import them onto a simple base mesh also made in Max.
Main question is - would you sculpt the zip pouches from the flat base mesh, or model the pouches in Max and just sculpt creases and the zip?
Looking forward to hearing the different ways in which people would approach this.
Cheers!
Replies
http://www.zbrushcentral.com/showthread.php?t=91611
For the pouches, at least the ones that stick out very far on the legs, I'd probably try to have that stick out on the base mesh.
That way you can make a simple basemesh, and model some complex hard poly shapes to bring in to zbrush too, so you'll have nice hard objects to shape the more flexible softer material around.
Some people will tell you to do most of it in zbrush maybe, but you would need a lot of skills in zb. For me, zb is a tool to add detail, not to sculpt out complete forms, but I'm talking from my experience with env. art, with characters it might vary a bit but afaik the more you do in max the more control you have and the less you'll need to do in zb.
Another useful link:
http://www.selwy.com/2009/zbrush-clothes-tutorial/