thanks i really like the hard edge style on your sculpts, they just looks so clean. are you using mudbox or zbrush? [ QUOTE ] emerge, cool style dude. rooster, I really like your current project, very inspiring ! still working on this fellah, large image again... :/ [/ QUOTE ]
i'm finally starting to model visor from q3 based on a concept i did a while ago. i haven't done any work on his hands or feet yet and everything is still very wip. i started with arshlevon's base mesh for his flesh, and i'll do all the hipoly work for that in zbrush.
Tacit, dude, that is crazy! I have just started with this sculpting mumbo jumbo and wanted to know if you built your base mesh, used the zbrush primitive one, or something else. For this one, I just used the Mudbox primitive head. I have not done the ears or eyes yet. Cnc is greatly appreciated.
Ugh I am so Pwned by all the Zbrush / Mudbox action. Im going to have to start doing some stuff and lay off my low poly for awhile. Nice stuff everyone! Heres an update on my Skaven. 4738 tri's. Just a hand painted diffuse map and flat viewport renders.
finally getting a chance to mess with zbrush 3, and trying to get a better handle on anatomy. i started using a base mesh arshlevon posted a while ago, thanks! i totally messed up his hands trying to use transpose, and i need to make the level of detail all over the model more consistent.
thanks poop. no ref on the first head, and very loosely used a google pic for the second head. this is the base mesh i took into zbrush: Hey, I think I went to school with a few of your co-workers by the way, josh shaw, jeff murchie, and chris anderson. Tell em I said whats up.
not as spectacular as your awesome zbrush sculps - here's my entry for the micro gameart challenge over at cgtalk. goal was to model a RTS vehicle with 1000tris + 512² texture within a week. Wish I could have spent more time on both modelling and especially texturing, which I really had to rush in a few hours.
[ QUOTE ] DH_ that's badass! it's cool to see the WoW stuff bumped up a notch in detail since the game is so simple. Are you starting the stuff in 3DS with subD, then bringing it to Zbrush? btw, do you know why Zbrush won't let you add levels of SubD without deleting history or the lower levels? [/ QUOTE ] Thanks , its all…
[ QUOTE ] East, look on legs, i am adding loops only there, where could be details. [/ QUOTE ] Not sure I understand, but.. I'm just saying when making a mesh for ZBrush/Mudbox it's good practice to have square polygons everywhere. You never know when you want to start adding some finer surface texture into the mesh.
New Basemesh for Zbrush fun, absolute no tris. Welcome RobotRock He needs shorter arms? looks like he can drag his arms behind him. Seems it will be a very fun character, im curious what you will do with the texture. Maybe less loops on his ass and more loops on his upper leg would be better.