progress, started sculpting from a sphere using dynamesh, will get the character roughed out then take into maya and retopo so it will be easier to make changes in zbrush by going up and down the sub d's.
Yes, mostly. I do a rough shape in Silo, then zbrush to get it to fit etc. When I say rough, I also mean really, really rough. The rest is dynamesh. Update:
Update: I started retopologizing the high poly face/body with quad draw. I pretty much used dynamesh for everything so I'm hoping this will make it easier to keep details on the face.
Your armor / cloth pieces are looking tasty as hell Gav! Do you create base meshes for your armor pieces or dynamesh then zremesh as needed? Keep up the good work dude!
Hello everyone, Its been a while since I posted something here. I wanted to share a model I've been working on. I really fell in love with hand painted characters (really hand painted anything) and its what I've been doing the most. I created a monster and his weapon from Hob, the upcoming game from Runic Games to practice…
Outside application and or plugin, probably best since some time has past to jot this issue down for a later date to review and look into for next time and just go ahead and manually do it, this is a good example of why planning ahead is important. Blender might help with this idk about blender to much though & jumping…
i use both initially, decimate to a target count, optimize 90%, weld at a micro threshold to remove small things, give it a look over (delete incidental dynamesh pockets), then clean up as necessary while unwrapping; embracing that inner slug.
@hansolocambo, what's your workflow for hardsurface? low poly then and dynamesh to smooth it? im trying to get into zbrush, but so far looks so much easier for me to make the basic shapes on a regular polymodeling program.
Houdini has plenty of volume fiddling tools and Dynamesh is obviously volume based too However, it's nice to have the stack/UI attached and the live editing stuff.. If they'd only put it in an application people use....
Awesome stuff, I like that you relaxed the soldier's hands in the last couple of shots, adds a lot to the gesture. The pieces on his armor and details are pretty clean, did you use Dynamesh for creating them?