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Old 06-04-2012, 04:46 PM   #16
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I like starting with the low poly, getting the shapes right, then moving into sculpting.

Redid your orthos for you. The front view is more or less fine the way it is, just fixed the balnce of the side view.
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Old 06-04-2012, 06:24 PM   #17
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Itypically start with a SUPER low poly version, basically just a gesture of shape, maybe 150 polys or so then take it into zbrush from there. I'll be sure to give a more thorough pass in the base mesh stage for next time.

I'll be posting a WIP shortly with the hands and feet included.

Thanks for all the constructive feed back and the paintover!
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Old 07-04-2012, 11:53 PM   #18
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the best way to lay out the body is to build it with zspheres and eyeball the proportions - with perspective turned on. Convert to skin and sculpt the gross forms when you're happy with the base skeleton.

after that retopo or dynamesh for your high res and sort the low out when happy.


also - don't build her in a 90 degree t-pose, it'll completely **** up any chance you have of getting a natural pose out of her later on
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Old 09-04-2012, 08:17 PM   #19
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i agree with poopipe. i couldn't describe the pain T-pose has caused me during the older projects, where we used it for skin-pose. creating a natural looking setup when the character lets down its arms is literally impossible. you can only reach a "not too bad" result.
it's much more friendly to work with an A-pose if you consider that a character's arms will usually hang most of the time
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Old 10-04-2012, 12:54 AM   #20
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Sorry for the lack of posted progress. Doing some diffuse tests. Here's a quick render to show my progress.

I have decided to go ahead and keep the poly count on Clare low because I want to incorporate another character into the finished piece. She's sitting at 3.2k with the back sheathing, the sword, and her cloak. So... I will more than likely get in there and smooth out her topology where it really counts.
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Old 11-04-2012, 12:08 AM   #21
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Why am I so far behind on everything..... I JUST found out about projection texturing in cs4 extended... I've been doing it the old fashioned way and now... It's like when I found out about zbrush and people in the industry had been using it for years... wow.. sucks not being in the industry or in a class.

Well, I am off to redo my uvs and start over on the texture because it could use the love. Update tonight maybe.
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Old 11-04-2012, 05:06 AM   #22
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Quote:
Originally Posted by setschaos View Post
I JUST found out about projection texturing in cs4 extended...
Don't feel too bad it's only been out for about 3 years

Would rather use Zbrush for projection texturing though, don't think photoshop is on par with it.
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Old 11-04-2012, 09:00 PM   #23
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I wouldn't use photoshop for projection texturing unless somebody paid me specifically to do it and even then I'd complain the whole time.

zbrush or viewport canvas
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Old 11-04-2012, 10:32 PM   #24
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I really need to work on my UVs then because every time i end up baking the normal into the diffuse i get uneven lines on the diffuse. Great example is the cloth that goes around this models neck, the white stripe around the dark gray area is broken despite the fact that the line in the diffuse is straight...

I figure i can do the texture like i normally do and then go in and touch it up, its a possibility
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Old 13-04-2012, 07:28 PM   #25
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Probably not going to finish this one due to the late start and restarting quite a few times. But the advice from everyone was very helpful and i definitely learned quite a bit.

I'm either going to try to finish this one up or start a wip thread in Real Time forums until the next challenge. Thanks again for all the constructive criticism
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