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Old 14-02-2010, 08:46 PM   #61
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Old 14-02-2010, 10:28 PM   #62
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I like that cute little guy. He looks clumsy but intelligent enough to bite off your legs if you take a bath in the icy water. I'm really interested in how he's developing.
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Old 15-02-2010, 12:03 PM   #63
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To me it looks great. To anxious to see the sculpture.
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Old 16-02-2010, 05:20 AM   #64
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started sculpting. Trully my weakest of weak points.
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Old 16-02-2010, 07:57 AM   #65
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your doing good bro! keep it up!

The only thing i would say is that you may need to spend a bit more time refining the details, everything stills looks a tad blooby. Other than that, nice
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Old 16-02-2010, 01:59 PM   #66
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yeah this is looking great so far Toe!
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Old 18-02-2010, 08:02 AM   #67
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raul is right, but since your still working on it, you are going to get higher detail down the road. So, keep it up, looks bad ass!
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Old 20-02-2010, 05:55 AM   #68
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still playing with underlying shapes and form

and messing arounds with mudboxes materials
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Old 20-02-2010, 02:16 PM   #69
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Looking nice. Those leg muscles are starting to look strong. Some of the folds, like under the tail might be a bit too regular, but when you get the skin texture and small details on top I'm sure it will look great.
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Old 20-02-2010, 04:32 PM   #70
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started off being lazy, and only unwrapped half the model, and only sculpted half the model aswell. The end result, the sculpt has the funny flipped look in the texture. So, I've gone back and redid the unwrap. Full model has texture space now. Now I need to re-sculpt the whole mesh this time.

Also, adding an obj of the mesh in the first post. It's missing the eyes and teeth, but the main body is there if anyone wants to play with it.
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Old 22-02-2010, 05:28 AM   #71
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well ain't that kind of you.
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Old 22-02-2010, 08:53 AM   #72
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Great work man Love the modeling and appreciate it a great deal.
Shame your using mudbox tho :P i kidd i kidd
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Old 23-02-2010, 05:41 PM   #73
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ok, so check this mess out:
my normals are all kinds of screwed up, both out of xnormal and mudbox. Was going to try and slice them up and use the different areas that work, but xnormals normal maps are setup different than mudbox's. Need to take a look to see if there are any settings I can change.

mudbox

xnormal
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Old 23-02-2010, 06:19 PM   #74
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Hmmmm if you ask me I'd say that the mesh should either be scaled or cut in XNormal. There are projections from your arms on the belly so to avoid that you could scale all high and lowpoly meshes in XNormal (e.g. from 1 to 5). Another way is to export only non overlapping bodyparts from ZBrush. (e.g.: just the belly than bake that to a normal map and do it like that for all the other parts). Sure you have to bring it all together in PS.

Cool creature
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Old 24-02-2010, 03:38 AM   #75
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I get this kind of result alot, whats worked for me in the past is...

(I dont have xnormal installed on my computer at the moment so I'm doing this from memory.)

1.In xnormal go to the real time viewer you're going to be loading you're low rez mesh and you're high rez. ( if you think you're computer wont be able to handle the high rez you can import a mid to high rez mesh, you just need one to reference off of)

2.Once both mesh are open make sure they are overlapping each other pretty well, they arn't then something is wrong when you're exporting

3. check of edit cage at the open left, you should see some more options which allow you to edit the cage, all you're going to do is globally extrude the cage until the cage consumes all of the high poly.

4. After this save you're low rez mesh as a .Sbm file and it should ask if you wish to switch out you're low rez obj mesh for you're new sbm mesh, hit yes and try to render you're normal map.

5. Lets us know how it went.
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