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Old 22-03-2009, 08:28 PM   #1
KaterinaD
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DWIV - 3D - KaterinaD - Pain and Panic

I am going with the demon race, abomination. This pic is not concept, only inspiration.


By kateirnad at 2009-03-22
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Old 22-03-2009, 08:55 PM   #2
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Great, good idea!

similar affinities. Let's see the progress in the next days.

Salu2,

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Old 22-03-2009, 10:37 PM   #3
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updated post GEO

Head of Pain



By kateirnad at 2009-03-22
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Old 23-03-2009, 03:07 AM   #4
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Cool shape, and the inspiration pic is neat. Not sure what you have planned - but there's a lot of optimizing to be done. Might be better to do it now rather than down the road.
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Old 23-03-2009, 03:31 AM   #5
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Nice! Looks scary all ready!! Those things from Constantine are really cool and are great references.
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Old 23-03-2009, 01:43 PM   #6
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ok thanks
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Old 23-03-2009, 01:49 PM   #7
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Looks promising already.
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Old 29-03-2009, 04:36 AM   #8
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update for model

ZBrush of pain model

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Old 29-03-2009, 04:39 PM   #9
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Awesome! I like the fact that it has 3 eyes!
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Old 29-03-2009, 06:01 PM   #10
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I love the detail on your model, it makes my skin crawl in a good way... Can't wait to see what panic will look like. I have a question what are you using tonstart-off with? I use Maya and recently purchase ZBrush after researching both Mudbox & Z. Can I great my model in Zbrush and transfer it to Maya or the opposite. I'm trying to figure-out what will be quickest method to acomplish a good uvmap and model using both softwares. Looking forward to panic.
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Old 29-03-2009, 06:05 PM   #11
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good start, man!
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Old 30-03-2009, 11:15 PM   #12
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hey i'm gonna try to answer your questions best i can: your first question:[U] I have a question what are you using tonstart-off with? I started off modeling the general shape in max. it's a hi-rez model so there will be enough geometry to work with in zbrush. the geometry is spaced fairly evenly around the entire model. Then i grab the mesh and put a quick unwrap on it, which might be in maya's edit unwrap - mapping - flatten mapping. you don't need to unwrap it before it goes into zbrush but i do it because there are plug-ins for zbrush that require the mesh to be unwrap, and that setting (flatten mapping) will unwrap your char. in a matter of seconds but it should not be used when you are doing your final unwrap on your low-rez character. If i where you i would model your general character in maya, make sure the geometry is clean and your working with quads and then bring it into zbrush and work on it there. also be aware of not making the mesh in zbrush higher than --flat million polys. its better to split up the character and bring in pieces and export them out or burn the mesh in zbrush. with the uvmap for your final model--don't rush it. make sure its a good unwrap, well thought out, so that you can mirror what you need to and hide the seams at the same time. the unwrap is very important. especially for texturing. i'm assuming you already know how to unwrap in maya. i'm sorry if this doesn't answer your question. its a very difficult question because there is no right or wrong way of doing stuff, its just a matter of preference. if you have any other questions or if i haven't explained it well enough please send me another post and i'll try to answer your questions better.

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Old 31-03-2009, 12:10 AM   #13
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KaterinaD, thank you for your advice will follow this pattern. If you make a high rez And not exceed the 10K limit or are you pushing it to the very last tri. Thanks again very helpful information.
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Old 31-03-2009, 02:53 AM   #14
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wow! great idea and sculpt so far. Looking forward to more.

Good Luck.
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Old 31-03-2009, 03:07 AM   #15
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updated Pain model, ZBrush

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