Hello, my name is Geoffrey J. Smith, and I'm a new member of polycount! I'm honestly very new to 3d modeling and animation [honestly any for of animation for that matter], and I've decided to participate in this challenge mainly for the opportunity to actually complete and animate a full character, something I've neglected…
You know what, I like that idea too, I was honestly wondering whether or not to add more fins to the design! I'll do some more sketches for the new additions to the design, along with some more experimentation on the hair and jaw, and when I'm ready I'll take you up on your offer; might take a couple days, so don't sit…
Might it just be that the model is hollow and not a solid for dynamesh? I deleted the eyelashes, closed all holes in the mesh and dynamesh worked fine for me. My computer sucks too but if you increase the max poly per mesh in prefrences, run dynamesh (i generally leave my computer and come back cos if i touch it it always…
Because of your bodyshape and texture i didnt think she looked like mystique until i read your comment.. and I watched apocalypse just a few hours ago :P The fins are cool though, maybe you can add some to her legs? fish usually have smaller fins along their belly, you could put these down her thighs instead? Theyre such…
"phrontistes": I was pretty sure I had symmetry on, and it seemed like it would always do the same thing, no matter what setting I used in ZRemesher. Hopefully the video you linked will help, thanks and good luck! "3levan": Unfortunately I don't have Maya [way too expensive for my budget], and I've used Blender even less…
[First off I'd like to say that I really goofed up with my previous post of the maquette pick; I said I had planned on using a Zsphere armature to quickly put together a reference model, but I made some mistakes that made it unusable, which I would like to illustrate so that others don't make the same mistake! 1. When…
Well it's the 16th, official deadline for the contest, and I'm sad to say that I have almost nothing to show for it; when I first entered I was so sure I was ready to invest 3 months time into creating and animating an original character, but turns out that was a mistake. Don't get me wrong, it was still a great…
Fortunately I've begun work on the final [without a doubt this time!] model for the contest. I watched all the Blockout videos in the Michael Pavlovich series, which helped a lot in guiding me constructing a new sculpt from scratch. Obviously this is far from complete, but already I'm very happy about how this piece came…
I actually think by default all ZBrush models are "hollow", at least that's been the impression I've gotten when sculpting, which makes sense, no point wasting memory on polygon information that wouldn't be visible or relevant. I know that there's a trick in ZBrush that allows for sculpting of really high-poly models…
Looks to me like you just need to enable symmetry to fix the nose. Assuming your model is oriented with Y up and X horizontal, just press X before running the Zremesher. To fix the lip and other details being eaten by the remeshing process, you might consider increasing your target polygon count (the number there by the…