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Old 07-21-2008, 09:11 AM   #11 (permalink)
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Fantastic sculpture, looking forward to see how this will end up as a low poly.
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Old 07-21-2008, 10:54 AM   #12 (permalink)
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wow this is fabuloso, i was going to enter but really can't after seeing this, it is just to good. I'm just going to sit back and enjoy the ride!
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Old 07-21-2008, 11:07 AM   #13 (permalink)
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Quote:
Originally Posted by shinbone View Post
wow this is fabuloso, i was going to enter but really can't after seeing this, it is just to good. I'm just going to sit back and enjoy the ride!

You should, most of people are here to take part in the competition to learn as much as they can.
Not necessarly to win absolutely to have the first prize, thought winning is always cool
Take part if you have time and give your best
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Old 07-21-2008, 02:51 PM   #14 (permalink)
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Thanks very much for the kind words, really appreciated.

Shinbone, I'd just echo Baida's words and say go for it. Many of us don't know if we'll even finish this competition, but that's not really the point. There's a lot to be learnt for people at all levels, and a forum environment is the perfect place to comfortably push your skills. Glad you like the work so far though
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Old 07-21-2008, 03:26 PM   #15 (permalink)
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wow you've got some great detailing on that, great looking model lokk for ward to end result.
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Old 07-21-2008, 03:30 PM   #16 (permalink)
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Originally Posted by kingpin View Post
wow you've got some great detailing on that, great looking model lokk for ward to end result.
Yep, I forgot to mention it aswell in my last post
You are going to retopology it in Zbrush !?
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Old 07-21-2008, 03:44 PM   #17 (permalink)
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Originally Posted by Baida View Post
Yep, I forgot to mention it aswell in my last post
You are going to retopology it in Zbrush !?
The retopology will probably be partly zbrush and partly maya. I only use zbrush for drawing the topology, the projection part of the topology tool is not really slick enough for games work, you need a decent amount of polys in your topology for it to work reliably. Plus you can't do tubes with 5 or less sides (which the legs would be for example) using zbrush retopology, even without projection on. Dunno why, just doesn't work. But it is fun just to be able to draw the topology on, so I'll use it for the basic body shape and stuff.

All that will be done after I pose the model though, so my mesh is as efficient for that shape as possible. If I get that far

Cheers
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Old 07-22-2008, 08:15 AM   #18 (permalink)
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amazing sculpting man! keep that going on
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Old 07-24-2008, 09:41 AM   #19 (permalink)
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Thanks again for the responses. Here's the latest, posed and diffuse painted.

The concept has changed, as I mentioned before. Now he's got some organic tubing that pipes from his arse back into his throat, causing him to spew acidic stomach fluid (as you would if you were being fed neat arse juice), making him a close range fighter. The projectile vomit will be in the final image, but I'm considering just putting a picture of it onto a plane to save polys, since the poly count is more restrictive than the texture. That'd obviously be ridiculous for a game, but I don't think it breaks the rules. Any thoughts on that?

This evening I'll try and throw together the low poly, see how long that takes. Hopefully I'll have time after that to go back and tweak a couple of things, like the connection of the head to the body is bothering me a bit (I think if a real grasshopper did that it would die, and as such I have no reference for it)

I'm hoping I've got the back broken of the overall workload, but we'll see what challenges the low poly presents. Any feedback very much appreciated as always.







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Old 07-24-2008, 03:27 PM   #20 (permalink)
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wowza, looks really sweet. I hope you can bake everything dude,

I have one question though, how are you gonna get all your colour info onto your low poly? it baffles me so ;D
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