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Old 01-03-2008, 12:40 AM   #16
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Off to a good start there dude. I hate to say it though, but I was definitely preferring the pose in the first image. The disc thrower idea is definitely cool.
Not seen that so far in this comp Guess that makes you an original.
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Old 02-03-2008, 05:14 PM   #17
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do you have to assign a 2d team to be listed in the games?
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Old 03-03-2008, 12:46 PM   #18
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another update - far from zbrush phase.
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Old 03-03-2008, 04:22 PM   #19
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added lantern to her waste going to have something weird in this.
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Old 03-03-2008, 04:58 PM   #20
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Cool. Love the concept and that initial pose you had going. The model itself seems to be coming along well too, though I think the face is looking a little pudgy for a girl of that build. Not by much mind you, but I think character has more appeal if she appears to be a a fairly thin physique.
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Old 04-03-2008, 01:28 AM   #21
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Yeah, I liked your first concept pose. The modeling looks good too. though, I think puckduckers right about her face. Other than than that... great work so far dude!
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Old 04-03-2008, 01:31 AM   #22
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Cool

:U Also agree that the face is a little on the pudgy side for her physic, but maybe it can be remedied by making her body a little plumper? I think it would be awesome! Sort of Bridget Jones diary plump!
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Old 04-03-2008, 11:23 AM   #23
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just showing the blade, not visable in other renders
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Old 04-03-2008, 04:43 PM   #24
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Looks nice. Lots of solid details in there. Should make for a good normal map.
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Old 12-03-2008, 01:08 PM   #25
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update - soo much in my social life, so i've got few updates. working on this during my lunch breaks!

need to invert the armour (whats going on there then?)
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Old 12-03-2008, 01:11 PM   #26
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upclose - will move onto the creases when I have the time. back to my normal work.
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Old 13-03-2008, 11:35 PM   #27
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update
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Old 14-03-2008, 01:52 AM   #28
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zB work so far looking really solid. The wrinkles look great, though I think the ones right on the back of her butt kinda jump out as looking a little "painted" looking.

Keep pouring those details on though...this contest is quickly turning into which artist can create the sickest normal map.
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Old 14-03-2008, 09:46 AM   #29
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Should have UV mapped the mesh 'before'. Still reading up on this Zbrush, use to do the normal mapping in max before - trouble is theres a limit to the number of polys before your mechine dies. However! - if you UV map your mesh 'before' importing zbrush you can then move across a less dense mesh with normal mapping on top, which you can then put into the low res model in max. 'god!'.....
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Old 14-03-2008, 11:10 AM   #30
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yeah, that workflow issue got me in the darkside comp a while back.

can you slice your mesh up into bits and export from zbrush ? that might give you a workaround
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