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Old 20-04-2011, 05:15 PM   #1
arvinmoses
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Dominance War V - God of Labor and Perseverance - arvinmoses

My starting concepts. Will upload pic of basemesh soon.

Update:

Update



Update 5/13



Update 5/5/2011


Update 5/3/2011


Update 5/2/2011
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Last edited by arvinmoses; 24-05-2011 at 04:25 PM.. Reason: Update 5/3/2011
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Old 20-04-2011, 05:57 PM   #2
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This is the a close-up of the gauntlet
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Old 20-04-2011, 09:30 PM   #3
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Interesting proportions you've got. I kinda like them. The feet feel a little on the large side tho, might be worth playing with them some.
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Old 20-04-2011, 10:39 PM   #4
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Thanks!!!

I think I'll make the base mesh and start messing with the proportions.
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Old 22-04-2011, 06:33 PM   #5
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Looks interesting! Let's see more of this .

You should ask the mods to rename your thread btw...
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Old 22-04-2011, 07:02 PM   #6
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How should it be titled?

Thanks for the encouraging comments. Here is a test I did, just playing around with the sculpt. I will most likely rebuild the base mesh.
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Old 22-04-2011, 09:15 PM   #7
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Interesting start man, welcome and gl onto da comp'!
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Old 23-04-2011, 06:36 AM   #8
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Dominance War V - 3D - "Entry's Name" - "Your Nickname"
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Old 02-05-2011, 02:24 PM   #9
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Update.
Need to break of hands and redo. Anyone have suggestions on how to do this?
Change my workflow on sculpting after watching some Ryan Kingslien videos to be a little more subtractive than additive.
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Old 02-05-2011, 09:05 PM   #10
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Change the hands for what purpose? You mean for retop-ing or sculpting or what? Lots of ways to break them off but it depends on what you're trying to do to them.

Good luck on the comp!
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Old 02-05-2011, 09:40 PM   #11
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I'm not happy with the base mesh for the hands. The topo is hard to work with. What's a good way around it?
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Old 03-05-2011, 12:03 AM   #12
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Normally you'd probably want to export the lowest level of your mesh to Maya (or whatever 3D or retopology package you use), make the necessary changes to the topology (which is usually just a few poly splits or edge deletions), then reimport the new base mesh into the lowest level of your Zbrush sculpt. It will project all the detail onto the new topology so you don't lose your subdivisions/detail etc.

If your lowest subdiv is still pretty high resolution, you can try using reconstruct subdiv in the geometry palette to get something you can work with more easily.

If you're trying to do it all within Zbrush, I'm not sure quite how you'd do it...I've used Zbrush retop tools once or twice but the workflow seemed a little clunky so I never used them very much.
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Old 03-05-2011, 02:32 PM   #13
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+1 with scott. But unless your base mesh is all to hell then you can do a LOT more with the sculpt than what you have now before you do the retop.

Retopology is usually and end phase or redesigning phase in your project...
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What does the doctor ordain today?
- Hmm... What about a shot... full of ideas!

Currently using: Maya - Mudbox - ZBrush - Photoshop

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Hula's 2D Sketchbook http://forums.3dtotal.com/p=777808
Hula's 3D Sketchbox http://forums.3dtotal.com/p=76693
Hula and Waska's Joint Project Thread http://forums.3dtotal.com/p=792813
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Old 03-05-2011, 07:46 PM   #14
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Thanks guys. Some stuff to consider. Everything is.. okay as far as topo. The hands are the only things I'm not too happy with, mostly around the thumb. Also I didn't bother to change lengths of the fingers while working on base mesh.
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Old 04-05-2011, 11:38 PM   #15
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Getting there!!!
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