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Old 09-03-2010, 12:24 PM   #21 (permalink)
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your sculpting is to awesome ,this model is going to good
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Old 20-03-2010, 12:54 PM   #22 (permalink)
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varun9818494545 Thanks man

Talon, tried to make him a bit meaner,I hear you on the vascular system. The veins might not be in the right place, plus some detail shots. Thanks for the crits.





Cheers
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Old 20-03-2010, 02:03 PM   #23 (permalink)
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Damn, he's lookin real angry now man, I like the details you got goin on there, looks sick

How did you construct the 'brace' over his backside and up his back, was that using polygroups and extracting?
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Old 20-03-2010, 02:17 PM   #24 (permalink)
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Philly13 thanks!

The mask was done with extraction and then retopoed in max. The harnass is just poly strips I drew over the decimated base mesh in max with the polydraw tools. Just extruded the strips out along their normals and it gives a pretty good result.

Cheers
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Old 22-03-2010, 11:39 AM   #25 (permalink)
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Yeah, that's looking a lot better man. Actually looks like he's focused on something rather than staring into the middle distance with a slight look of confusion on his face :P
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Old 22-03-2010, 04:44 PM   #26 (permalink)
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what are you modeling this in ?
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Old 23-03-2010, 12:04 AM   #27 (permalink)
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Hey thanks Talon, Do you think I should lose the mask?

Coldeath I started off with a stub mesh in zbrush that I made in 3dmax and I have been going between the two apps the whole time!

Cheers and thanks.
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Old 23-03-2010, 01:02 AM   #28 (permalink)
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Ahhhhh ok i am just trying to see how i can get this sort of detail out of modo
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Old 23-03-2010, 01:27 AM   #29 (permalink)
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Quote:
Originally Posted by Coldeath View Post
Ahhhhh ok i am just trying to see how i can get this sort of detail out of modo
Modo is a great app. I have messed with it a fair bit and used to do my uvs in it. These screen shots were taken in zbrush so 3d max wouldnt even support the poly count you see in the pics atm. I dont even think mudbox could do it. zbrush uses pixols which are an approximation of polys and the figure is broken up into sub tools. How I am using the two apps is to break the model up into parts and decimate those bits for normal and texture map baking in max. The decimated meshes are triangulated approximations of the full high poly versions in zbrush. You can use much lower res versions of the mesh in 3dmax to build a cage for baking by retopoing very decimated meshes (down to 1% of the high poly version out of zb).

I dont know much about baking in modo, my bet is it is there though.
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Old 23-03-2010, 06:20 AM   #30 (permalink)
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i like the first pic you posted the best, detail in pants very nice.. you def. don't need a crit from me, def. looks like you know whats up.
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