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Old 11-02-2010, 11:33 PM   #31
Tarik2d
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I will let u know tomorrow how to sort it. If I understand right u shouldn't worry u can keep sculpting away on the high Res
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Old 12-02-2010, 04:23 PM   #32
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looking forward to the solution Tarik2d thanks!
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Old 12-02-2010, 04:49 PM   #33
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i sent u a message, trying to multi task :s
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Old 12-02-2010, 06:03 PM   #34
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Sculpt is coming along nice. Let us know if Tarik's fix worked for what ya needed, so if not, we can try to figure out what is going on.

Your UV space is much better now. Not as much wasted space which is exactly what you want. Great work, keep it up.
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Old 12-02-2010, 09:38 PM   #35
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we'll get it sorted hopefuly

Last edited by Tarik2d; 12-02-2010 at 09:42 PM..
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Old 12-02-2010, 10:28 PM   #36
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So if you guys ever have to change the uvw layout of a low poly mesh, which you already detailed in zbrush using the bad uvw layout, here is what you have to do:

1. Load up your .ztl file, which contains the fully detailed high poly, and the low poly version of the same model (so all the subdivision levels).

2. Now, go up to the highest subdivision level, and hit StoreMT in the Morph Target rollout.

3. once you stored the high poly version, go to the lowest subdivision level, and hit import... --> select the lowpoly mesh with the good/new uvw map.

4. Hit del higher! (DO NOT go to the highest sub level after you imported the good low poly mesh!!!)

5. now divide the good low poly mesh, until you reach the same subdivision level where you were.

6. if you are at the right subdivision level, the switch button in the Morph Target rollout will be available. Hit it.

Now you have the new UVW map on the lowpoly as well as the high poly, and you can generate any map you want!

I hope it helps somebody.
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Old 12-02-2010, 10:40 PM   #37
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Cordero, thanks for that tip! I can see that coming in really handy some day! Keep up the great work.
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Old 12-02-2010, 11:28 PM   #38
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Thanks for the reply lampshadehead! I'm happy that you find this thing useful! Its already worth finding out then

This is pretty much the end of the body sculpt. It will look bad on my low poly, because i deformed the mesh too much during the sculpting process. Next time i will do the high poly first... zspheres looks like fun
But i'm gonna finish this 'character' thats for sure! Tomorrow, i'll sculpt the weapon, and start texturing. I need to practice that last one a bit more..
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Old 13-02-2010, 12:07 AM   #39
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The sculpture is getting really good. Keep it up.
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Old 13-02-2010, 07:35 AM   #40
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Hei Cordero the model looks good. I like the horns and just wonder if you could add a bit more detail in some regions. For example you might add the bumpiness of the horns of a goat.
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Old 13-02-2010, 08:49 AM   #41
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Thanks snakeeaterjns i'm glad you like it!

I didn't know what to do with the horns, thanks for the great tip Sadone! I'll hook up some pictures, and i'll try to sculpt it.
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Old 13-02-2010, 09:21 AM   #42
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thats good, hope what i said helped
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Old 13-02-2010, 01:22 PM   #43
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Tarik2d- i couldn't manage to solve the problem the way you said, but thanks for the help!

Here is the normal mapped low poly.
Well... i'm not really satisfied with this result, but i know why is this so bad, and i can't solve it now, if i want to finish till monday.
Its easier to start with my new workflow, a completely new idea, and see how i improved.

I am still going to texture this!
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Old 13-02-2010, 06:32 PM   #44
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Hei Cordero,

good to see the horns changed.
I really like what you did with the horns. The lower arms look also great. What will happen to his head/neck area? I just ask because this area is the less detailed one at the moment, any special ideas for texturing?
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Old 13-02-2010, 08:34 PM   #45
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nothing specific at the moment, but i think i'll leave that this way now..
I have this thing, that i constantly leave one part without details on each of my character models. Like the hands and feet in the previous challenge.

Anyway, i'm on textures now.
Thanks for the feedback, and again for the horns!
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