This is a zbrush sculpt I'm doing for my final in a my zbrush 2 class. It's still a wip, I'm still working on the color of the dragon, sculpting the wing membrane, the rock material, and I haven't moved the man past a zsphere skin yet. I'll be working on this all weekend, and I would love some feedback.
great work Lonewolf, looking forward to the rest. @ Sam, i would say around 95% if not more is poly modeled. only areas i sculpted(in mudbox) were the connecting ducts and few rivets. i just like zbrush render, but nothing was done in zbrush. here is a wire of the highpoly in maya. also a wire of the lowpoly:
I've been eyeing a creasing based subD workflow recently, especially with the new OpenSubdiv implementation in 601, and I'm assuming that's what you've done here. But how do you bring that into zBrush? Do you rely on the zBrush creasing or do you do something like subdivide it before you export and then rebuild…