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#46 |
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Hwo told god how to model
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Put your heands togheder for that great concept
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#47 |
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Right Here
Join Date: May 2005
Location: Dallas, Texas
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looking good.
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#48 |
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Join Date: Apr 2008
Location: Courtice, Ontario, Canada
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Yay an update, I have to work tomorrow so I wont be up too much longer. i have the base primarily fleshed out now, I still have some more stuff to add to it and probably spme clean up to reduce some poly's in areas that really don't need it. I struggled to get the shape I wanted and I ended up having to go about it the hard way. I used nurbs and curves to get the shape then converted to poly's then stiched it all together and pushed and pulled some verts.
Anyways here is what I have so far, the pose isn't there yet, that will come later. |
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#49 |
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Join Date: Apr 2008
Location: Courtice, Ontario, Canada
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Off to bed, here is where I stand thus far.
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#50 |
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Join Date: Jun 2008
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the base turned out really good. nice job.
lots of potential for zbrush fun. |
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#51 |
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Join Date: Jun 2008
Location: California
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i totally dig the concept, and the base has turned out great as well.
cant wait to see you Zbrush this thing to bad ass levels.
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#52 |
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Join Date: Apr 2008
Location: Courtice, Ontario, Canada
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Yea I need 2 more fleshy hooks, so I really need to find some faces that I can kibosh, I'm going to put in the geo and then go back and do some more cleaning up tillI get the right count, once there I will go into Zbrush, pose and export low poly. Then sculpt high poly.
One question I have though, i think its possible but not sure, are you able to have both a displacement and normal map n a shader or is it one or the other? I know you can combine displacments using a blend node but they get tagged as displacement. What I'm curious about is can you have a normal map on as normal tangent (maya btw) and a displacement on as displacement? Hmmmm if any one has the quick answer can you let me know other wise its going to be hypershade fun for me. |
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#53 |
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Join Date: Apr 2008
Location: Courtice, Ontario, Canada
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Did some revisions and some clean up with small additions, still have room to add a few more things and I'm sure I can find a few areas that have some poly's that dont really need it. So here is where I'm at, sooooo close to taking into Zbrush. I might do a transpose pass first to get he pose just right then start the sculpt.
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#54 |
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Join Date: Apr 2008
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Another up date, merged a few things cut out some uneeded faces and added a few more tenticle scythes, going to do a little posing in Zbrush, wish me luck.
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#55 |
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Join Date: Jun 2008
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posing = huge headaches in ZB for me. good luck.
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#56 |
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Join Date: Apr 2008
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Never done it B4, so we'll se how it works out, if need be I might just throw in a small rig in maya just to ge the upper body posed out. Not too sure though. Also right now I'm doing the unwrap........Bah manual unwrap...what a biatch..
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#57 |
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Join Date: Apr 2008
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Alrighty, Had this in Z for some transpose fun but it ended up being more of a mess than anything for the posing, so took it into trusty maya for a little quick rig and deformation and even though its a bit slower than the transpose, its by far that much more controlable. So here it is pre Z, have a few tris left to play with but I think it is high time for some Z love...Or atleast an attempt......Oh yea and I unwrapped already, but one question what do you guys use? the standard 3D app and use it manually or do you have plugins that you find really useful for it? If so Which and where did you get them?
L8rs |
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#58 |
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I really like the pose! Especially the way the fingers look now is pretty cool.
Well done. |
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#59 |
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Join Date: Apr 2008
Location: Courtice, Ontario, Canada
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Started in Z and here is where I sit, just started on the head,now I'm not very fast but I'm hoping I get there.
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