damn sounds so nice.. crossing fingers for a very very reasonable price.... Do the brushes have a smooth line interpolation flow? I hate how the zbrush "pops" around at smaller sizes. Either making a hassle of then doing a smoothing clean up or trying to draw very very slow.
thanx alot for the info guys i can just smooth the faces and it will prob look almost the same i just love smooth parts lol so i use TS alot even when i dont need and yea the like u said, the base is good enough to go
Oh, sorry. I should have read the first post. But thanks for the help. Q> Why does my mesh turn into a blob when using mesh smooth or turbo smooth. A> You need to build reinforcement lines to hold its shape. Do this by liberal use of chamfer and extrude tool.
Oof, sorry about the super late reply. I was in school and completely forgot that I posted this. But yeah, the problem was that it was all under one smoothing group, so I had to split the smoothing groups and UVs a bit. I know it may not mean much due to the amount of time that passed, but thank you very much for your…
Update 2: Anatomy Update! Have edited the proportions to match the concept art more closely, and smoothed a lot of areas out to get that ~ smooth anime girl ~ feel. Looking forwards to working on the clothes again and seeing how they fit with the new proportions! Thank you all so much for your help so far :D
How are you handeling smoothing on your model? Do you have hard egdes on UV-splits? To me this looks like something you would get if you change the smoothing of the lowpoly after a bake. Edit: But then again it doesnt show in the view port... so I'm actually not sure :/
Viewed the model in Maya with smoothing on, looks like this so that seems alright :/ *confused* WarrenM: I tried your last fix and that ended up pretty much the same way, either sharp (hardened) or too smooth moving the geometry in unwanted ways. Cheers for all your help guys! :)
Thanks, yeah its a great concept. I tried to keep them loose but i might go in and smooth those edges but i don't know if it is needed since pretty much everything is going to get a dose of sculpted edgedamage (with that i mean that that will probably smooth the edges some more). :)
It best if rigging comes after morphers, and uvw, but before you add any smoothing modifiers to the stack. I'm not sure if you intended to render out a fractal to show your use of polys, or if you need to assign smoothing groups to your half-life critter. its a nice start.
I don't really have a solid concept, I'm just going off an idea in my head. Concering the smoothing, Truespace, the program I use to model, doesn't support smoothing groups. I apply those when I import the model into Gmax. Haven't modelled the head yet.