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Old 15-04-2012, 10:32 AM   #46
Peter Salvatore
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also I was using these referances


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Old 15-04-2012, 02:08 PM   #47
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The head is a good start. I would like to see it with less polygons in this early stage, but its fine. You can start on the body but remember to take your time and don't rush it.
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Old 15-04-2012, 02:17 PM   #48
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ok setchaos

I will do the body seperatly then I will weld it

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Old 15-04-2012, 04:34 PM   #49
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If you bring down the poly count on the head it will make the body that much easier to weld the vertices together. Less time spent putting 80 vertex group together.

Right click on the title of your main view port (should either be 'front' or 'perspective') and hit show statistics. A good place to be with your polys for the head alone would be roughly 200 polys.

Take your model head and [shift]+[click] it. Then put a 'push' modifier on it. Push it about .13 and then apply a new wire-mesh material to the object with the push. Make the wire material's color black or dark grey and you will have a wire-frame overlay of your object. When you do that, post your result, I want a good look at the wire-frame to see what you've got.
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Old 15-04-2012, 05:17 PM   #50
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ok I will try to reduce it. my concern is if it too too low then when I upload I will subdivide it and starrt sculpting but when I export it again under 3dsmax instead of using subdivison level 0 I will have to use sub level 1 or maybe 2 probably 1 for rigging and animating, because I will nedd more detailed on the poly so it will have to be maybe depends on the poly count maybe sub division 1
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Old 15-04-2012, 07:57 PM   #51
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Thats a valid concern, if you make it low poly enough, then the second subdivide shouldn't put you too far over the top. My work flow is a little different at this early stage becasue i use topogun to make a new low poly mesh based on the high poly sculpt instead of relying on zbrush or mudbox.
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Old 15-04-2012, 08:31 PM   #52
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I see my model now I reduced a few more I will orginse in mudbox it it 1000 poly now
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Old 15-04-2012, 08:56 PM   #53
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1000 for just the head? If thats the case, try to knock it to 750 and we'll call it a day! Lol.

Then post your body when you feel it's done and we'll work from there. Don't attach the head before you post the Progress of your body.
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Old 16-04-2012, 12:06 PM   #54
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Ok sure İ will post the body the more i do

thanks

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Old 19-04-2012, 06:56 PM   #55
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Old 19-04-2012, 07:58 PM   #56
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Glad you're posting in segments, makes the guidance easier and makes your 'to do' list easier to digest. Looks much better than your last posts. The only blaring detail is the breasts. They look square.

Take your mesh in mudbox, bring it down a few subdivisions and make the middle a little more round so they almost meet. Think ahead to what shes wearing. If its a tight shirt with lots of support, make them look closer together, if shes going to wear looser clothing keep the further apart. Just don't forget to make them rounder so they look more like brests and less like a square bullet proof vest.

Also, try to make them look perkier. They should look like pears. I'm not at my computer atm, but when i get home i'll find you some study reference for them.

Keep up the good progress. Every step is a step closer to making your art better and your process easier.
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Old 20-04-2012, 03:18 PM   #57
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ok thanks

yes I will make more tighter to eachother and continue doing the rest of the body

thanks peter
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Old 27-04-2012, 04:23 PM   #58
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going through this thread caused me to get at least 45 boners.
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Old 27-04-2012, 11:12 PM   #59
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Let's see some updates, I know you haven't given up on me!
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