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Old 20-10-2009, 01:44 PM   #166
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I think it's an easier starting point to create your own base mesh, well at least for me it is.
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Old 20-10-2009, 02:14 PM   #167
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While I never got to do the last challenge, because of my desktops wonderfully crappy graphics card, I did enjoy the idea of creating your own base mesh. I can't wait to see what the global challenges will be. Until then. Brains
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Old 20-10-2009, 02:44 PM   #168
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i like fellipe's and maxter1's idea.

umm why cant we use "halloween" as title for 19?
if u really wanna go specific then:
1) jack o lanterns
2)zombies
3)vampires
4)werevolves
5)horror costumes
6)candies/ trick o treat
7)witches

i thnk pumkin monsters will be quiet cool
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Old 20-10-2009, 07:40 PM   #169
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I largely prefer the challenge with already a bash mesh, we all start from the same point and consequently only our sculpting skills count. With our own base mesh you add skills on traditionnal 3D modelling soft, it's not only sculpting.

However with a supplied basemesh the subject can not not be as open as "Halloween" for example.
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Old 20-10-2009, 07:50 PM   #170
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Jabberwock, your post put the problem perfectly in view.

Own basemesh - creative freedom;
Supplied basemesh - equal starting point; rigid workflow ( you can't add stuff, can't edit the basemesh topology, etc )
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Old 20-10-2009, 08:06 PM   #171
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Originally Posted by Freespace-3DT View Post
Supplied basemesh - equal starting point; rigid workflow ( you can't add stuff, can't edit the basemesh topology, etc )
I'm thinking the rigid workflow is going to be harder to maintain with some of the tools in ZB 3.5 such as the sketch tools meaning that it is easier to add details prior to subdiv and I would imagine people will want to be able to use those tools when sculpting for the challenges. I could be wrong though!
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Old 20-10-2009, 08:18 PM   #172
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Well my plan is to give you guys complete freedom in how you work through the challenges, hence the "supply your own basemesh" philosophy. I think the Videogame character challenge went great ( it wouldn't have been the same with predefined starting basemesh ), so the idea works.
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Old 21-10-2009, 02:05 AM   #173
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I'm on the create your own base mesh band wagon. I actually think I learnt a lot more doing this in the last challenge (although it's all I got done ). It really made me think about my workflow and character design a lot more!!

It also promotes greater discussion of individual methods and increases interaction and learning between people.

Bring on the zombie action!!! UUUUUUUURRRRRGGGGHHH!!!
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Old 21-10-2009, 04:15 AM   #174
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Cool, I think this is a good idea.
As I mentioned before, I think there could be two separate time limits, one for the basemesh, one for sculpting, and if you wanted to use a pre-made basemesh you can only use the sculpting time limit.
I think this kind of approach would help the ones who don't want to spend time on polygonal modeling first, and also the ones who want to make their own custom base.

Not to mention softwares like 3DCoat, that simply doesn't have the basemesh concept at all, as you don't have polygons, just a vert cloud that does not obey to the same rules of the other sculpting packages...
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Old 21-10-2009, 02:11 PM   #175
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Well my plan is to give you guys complete freedom in how you work through the challenges, hence the "supply your own basemesh" philosophy. I think the Videogame character challenge went great ( it wouldn't have been the same with predefined starting basemesh ), so the idea works.
When will the new comp start, Mr. Freespace?
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Old 21-10-2009, 02:18 PM   #176
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I'm down with the base meshes. So...when do we start?
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Old 21-10-2009, 04:15 PM   #177
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Let's see then how separating the time-limit between basemesh and sculpting goes.

Challenge is up! Go get 'em.
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Old 24-10-2009, 01:34 PM   #178
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have we had werewolves already?

hmm then i guess:
1) vampires
2)griffins
3)genies
4)gargoyles
5)bigfoot/sasquatch/yeti/snowman

soemething sequential:
domestic animals go to las vegas
switch mode of travel of human and one insect.
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Old 28-10-2009, 08:31 AM   #179
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Enough with monsters!

We have also to show that zbrush/mudbox/other are not only a monster factory
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Old 28-10-2009, 09:57 AM   #180
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Enough with monsters!

We have also to show that zbrush/mudbox/other are not only a monster factory
Good point!!
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