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Old 26-03-2009, 07:20 AM   #31
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To be honest, what attracts me most to getting to know zbrushes retopo tools is the fact that i can quite litterally DRAW the new topology onto the mesh, and as of yet i havent seen anything else capable of doing it this way, its nice because i dont have to worry about pulling or pushing verts around and eventually changing the overall shape of my mesh/sculpt/final product :/
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Old 26-03-2009, 07:24 AM   #32
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Xnormal is simple, you load the high-poly obj in one file, the low poly in another, play with some settings and poof... you have a normal map.

In Zbrush you actually have to transfer the details from one mesh to another first then generate a normal map. It's great when it works, but most of the time Zbrush likes to destroy the fingers and toes in the translation.

And like I said, Zbrush is more trouble than it's worth when it comes to actually building the topology. When I first got the Maya NEX tools it felt like a godsend.

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Old 26-03-2009, 07:33 AM   #33
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Quote:
Originally Posted by Holo View Post
To be honest, what attracts me most to getting to know zbrushes retopo tools is the fact that i can quite litterally DRAW the new topology onto the mesh, and as of yet i havent seen anything else capable of doing it this way
All three alternatives I mentioned are capable of doing that at a much greater speed and much less hassle. In comparison Zbrush's topo workflow is a mess. Lightwave should be able to do it as well by snapping points onto the mesh but I can't guarantee it is as efficient as something like NEX tools Quad draw.

Another alternative is Silo. They basically copied NEX tools Quad draw approach because it's so easy and effective. Last time I tried it, the topo tools had some bugs snapping to the correct location, but that was quite some time ago.

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Old 26-03-2009, 10:34 AM   #34
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The concepts are great Holo. I really like your style. He is a bit like Baal (diablo II).
But the nose on the sculpt is to far out. Go for the concept!
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Old 26-03-2009, 02:40 PM   #35
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Crispy4004 Zbrush's retopo tools are horrible. The only reason I ever touch the topology features is to carry over the details to the new mesh, and even that can be a bit wonky.

Your better off doing the retopo work in Lightwave, or if you have the option Maya's NEX tools, topogun, or 3d Studio's polyboost. Killer time savers, especially if you compare them to Zbrush's interpretation. After that use xnormal to generate the normals instead of zbrush.
Zbrush's retopo tools are great. I've used polyboost, and nex tools to
retopo in production and Zbrush's topo tools are just as good (using them on my DWIV ENTRY) but the workflow is different. So to say the topo tools are different is fine but horrible is a personal opinion.
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Old 26-03-2009, 05:05 PM   #36
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Perhaps horrible is the wrong word, but it does have a few big drawbacks. For instance, unless your working with the updated mac version, the scaling issue (limit to how far you can scale in) makes it very difficult to control areas that require more precision. Then there's the issue of missing points that starts to happen when you move past a certain number of polygons. Finaly the workflow is different in that it requires you to place points in a certain order whereas other solutions have a less strict approach. Not to mention there is no way to just insert an edge-loop.

Don't get me wrong, if your comfortable with Zbrush's topo tools, by all means continue using them. I was for a long time and was pretty competent with it, but I don't see myself ever going back.
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Old 26-03-2009, 05:12 PM   #37
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At this point im going to have to use the retopo tools in Zbrush as i really cant afford to be buying anything right now, heh.

But regardless of wether i like them or not (retopo tools), i use zbrush alot and would like to learn as much about it as i can.
I could easily just redo the topology in LW, since thats how ive always done it, Im old school, been using LW since 1998 so im quite familiar with it, but again, im using this oppertunity to learn more about zbrush, not to mention the pipeline between zbrush and LW, ive been having trouble with that, but im sure il figure it out

EDIT- Ive been doing alot of reading on LW, and from what i hear LW-10 is supposed to have some retopo tools coming with it, that apparently work through the layers system.
heres hoping.. as it stands rght now, LW isnt too friendly in that department.
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Old 26-03-2009, 10:55 PM   #38
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hulahuga : as per your request i reworked the nostrils, ive been stuck experimenting with color n such, heres what i think im gonna stick with...

The pure red in my concepts was too "LEGEND" if anyone has seen it, you know the old flick with Tom Cruise

I only did the fron area since this is just testing.
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Old 26-03-2009, 11:02 PM   #39
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i would say nice one suggest moving the eyes further apart and maybe moving the mouth closer to the nose ?
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Old 27-03-2009, 05:20 AM   #40
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Freekybevis : Yeah, your right about the mouth, ive already got that fixed up, as for the eyes..they only look that way because i forgot to activate perspective, trust me theyre actually in good position

Desert Rat's looking awesome btw, 5 *'s all the way.
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Old 27-03-2009, 05:24 AM   #41
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Old 27-03-2009, 05:44 AM   #42
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Thanks Newhere,

Heres a little something before im off to bed, havent had too much time to myself these last few days, im hoping to get alot done this weekend.

Starting on the body and musculature.
Im preety good in terms of anatomical knowledge, but im havin a bit of trouble with this guys midsection since hes kind of "stretched out" i dont want him to look like i modeled a human torso and then just scaled it up, lol.
so im gonna have to come up with something thats interesting as well as something that makes sense realistically.

Edit: Please excuse the abdominals, theyre more of a temporary placeholder
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Old 27-03-2009, 06:07 AM   #43
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Quote:
Originally Posted by Holo View Post
To be honest, what attracts me most to getting to know zbrushes retopo tools is the fact that i can quite litterally DRAW the new topology onto the mesh, and as of yet i havent seen anything else capable of doing it this way, its nice because i dont have to worry about pulling or pushing verts around and eventually changing the overall shape of my mesh/sculpt/final product :/
pollyboost script set for max.. has "pollydraw" pretty much the same as the topo tools in zbrush but a ton better and a few features I have not seen anywhere else. The only thing it dose not have is the projection mapping in zbrush that can transfer the sculpt detail directly onto the new mesh... that is like the most amazing feature ever of all time, and only in zbrush.
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Old 27-03-2009, 06:40 AM   #44
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Yeah i know, Projection maping is a godsend, lol

I wouldnt mind moving to max to redo my topology, although my copy of Max is Heavily outdated, i think its at V 6. ? it was a gift from a company i used to work for, hehe, just never got around to upgrading.

It seems il have to suffer with what ive got now

Im in need of some help guys,

If anyone has any good reference of heavily wrinkled skin, such as around the neck or abdomen i would be forever indebted to you
Ive got tons of reference images that ive collected through the years but in terms of wrinkled skin, i got nothin'.
I could probably do without it, but a good reference is always good to have on hand.
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Old 27-03-2009, 07:31 AM   #45
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Very nice sculpting.
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