View Full Version : Dominance War V - God of Labor and Perseverance - arvinmoses
20-04-2011, 05:15 PM
My starting concepts. Will upload pic of basemesh soon.
20-04-2011, 05:57 PM
This is the a close-up of the gauntlet
20-04-2011, 09:30 PM
Interesting proportions you've got. I kinda like them. The feet feel a little on the large side tho, might be worth playing with them some.
20-04-2011, 10:39 PM
I think I'll make the base mesh and start messing with the proportions.
22-04-2011, 06:33 PM
Looks interesting! Let's see more of this :).
You should ask the mods to rename your thread btw...
22-04-2011, 07:02 PM
How should it be titled?
Thanks for the encouraging comments. Here is a test I did, just playing around with the sculpt. I will most likely rebuild the base mesh.
22-04-2011, 09:15 PM
Interesting start man, welcome and gl onto da comp'!
23-04-2011, 06:36 AM
Dominance War V - 3D - "Entry's Name" - "Your Nickname"
02-05-2011, 02:24 PM
Need to break of hands and redo. Anyone have suggestions on how to do this?
Change my workflow on sculpting after watching some Ryan Kingslien videos to be a little more subtractive than additive.
02-05-2011, 09:05 PM
Change the hands for what purpose? You mean for retop-ing or sculpting or what? Lots of ways to break them off but it depends on what you're trying to do to them.
Good luck on the comp!
02-05-2011, 09:40 PM
I'm not happy with the base mesh for the hands. The topo is hard to work with. What's a good way around it?
03-05-2011, 12:03 AM
Normally you'd probably want to export the lowest level of your mesh to Maya (or whatever 3D or retopology package you use), make the necessary changes to the topology (which is usually just a few poly splits or edge deletions), then reimport the new base mesh into the lowest level of your Zbrush sculpt. It will project all the detail onto the new topology so you don't lose your subdivisions/detail etc.
If your lowest subdiv is still pretty high resolution, you can try using reconstruct subdiv in the geometry palette to get something you can work with more easily.
If you're trying to do it all within Zbrush, I'm not sure quite how you'd do it...I've used Zbrush retop tools once or twice but the workflow seemed a little clunky so I never used them very much.
03-05-2011, 02:32 PM
+1 with scott. But unless your base mesh is all to hell then you can do a LOT more with the sculpt than what you have now before you do the retop.
Retopology is usually and end phase or redesigning phase in your project... :)
03-05-2011, 07:46 PM
Thanks guys. Some stuff to consider. Everything is.. okay as far as topo. The hands are the only things I'm not too happy with, mostly around the thumb. Also I didn't bother to change lengths of the fingers while working on base mesh.
04-05-2011, 11:38 PM
05-05-2011, 02:08 PM
13-05-2011, 04:58 PM
14-05-2011, 06:34 PM
I like the cut in hard details in the leg, look clean and strong.
The elongated arms aren't quite clicking for me yet, but if you can get the forearms looking right I think you'll nail the look down.
16-05-2011, 10:38 PM
24-05-2011, 04:24 PM
Don't know if I'll make the deadline, but would like to finish.
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