HOME | DD

Published: 2012-03-23 04:42:50 +0000 UTC; Views: 3514; Favourites: 47; Downloads: 88
Redirect to original
Description
Just wanted to get you guys' ideas and opinion before I make a low poly version of him. Finished polypaint, legs and upper body have been fixed.Related content
Comments: 19
Vir-Norin [2012-03-26 20:09:17 +0000 UTC]
Yeah, this dude is cool His body is nice, but jeans are superb
PS Maybe break some symmetry on the abdomen?
👍: 0 ⏩: 1
ninokiboom In reply to Vir-Norin [2012-03-27 00:21:48 +0000 UTC]
thank you, I will try that.
👍: 0 ⏩: 0
Ahmed-Taher [2012-03-23 15:13:53 +0000 UTC]
May I ask do u setup your base mesh using zSpheres or you do it in something like maya or 3dsmax ??
👍: 0 ⏩: 1
ninokiboom In reply to Ahmed-Taher [2012-03-23 15:56:20 +0000 UTC]
sure. I initially started up with with zspheres for blocking out the shape, once im happy with the silhouette, i would use either 3d max, maya, or topogun to retopologize the mesh, then started refining it from there. At least the the whole workflow would be. You can also build a box man in max, import to zbrush, and start from there. Hope it makes sense
👍: 0 ⏩: 1
Ahmed-Taher In reply to ninokiboom [2012-03-24 20:13:45 +0000 UTC]
It does , I'm familiar with the workflow, and I love to use zspheres (with the original skinning options) but I can't seem to get the hands right, and it takes me a lot of time to get the right proportions.
I'll try creating a basemesh in Maya (still new to that, I come from 3ds max background) and I hope it workx. Anyway thanks for the reply and I don't need to tell you that your work is awesome.
👍: 0 ⏩: 1
ninokiboom In reply to Ahmed-Taher [2012-03-24 20:39:54 +0000 UTC]
thank you. and you're very welcome. hands are always tough to do, remember inflate and clay buildup brushes are your friends
👍: 0 ⏩: 1
Ahmed-Taher In reply to ninokiboom [2012-03-25 10:30:33 +0000 UTC]
Yeah but I just can't get the initial topology right that I can use the clay buildup brush. Maybe I'll try doing them as a separate subtool with the new skinning options.
👍: 0 ⏩: 1
ninokiboom In reply to Ahmed-Taher [2012-03-25 14:59:16 +0000 UTC]
i usually use adaptive skin with classic skinning turned on, get much better results that way. Also pay attention to where you place zspheres,especially where the joins are, you will need extra zspheres.
👍: 0 ⏩: 1
Ahmed-Taher In reply to ninokiboom [2012-03-25 15:02:22 +0000 UTC]
I know but it gets really scrambled at the hands.
👍: 0 ⏩: 2
ninokiboom In reply to Ahmed-Taher [2012-03-29 01:39:34 +0000 UTC]
have you tried Dynamesh? It can be a big help with messy topology, assuming you will have to retop your mesh afterwards anyway. if that doesn't work then boxman is your best choice.
👍: 0 ⏩: 1
Ahmed-Taher In reply to ninokiboom [2012-03-29 04:19:26 +0000 UTC]
I don't have the latest zbrush, I have zbrush 4 so no dynamesh. and wht is boxman ??
👍: 0 ⏩: 1
ninokiboom In reply to Ahmed-Taher [2012-03-29 12:22:49 +0000 UTC]
i think the updates for zbrush are free, depends on your version though. Check out this video, the box man is what he's using at the beginning.
👍: 0 ⏩: 1
Ahmed-Taher In reply to ninokiboom [2012-03-31 10:45:29 +0000 UTC]
thanks for the vid. Now I get what boxman is.
👍: 0 ⏩: 1
Gekalon [2012-03-23 15:09:39 +0000 UTC]
Woah, he looks so real!
Though I think he could use a tiny bit of hair, at least on the forearms.
👍: 0 ⏩: 1
ninokiboom In reply to Gekalon [2012-03-23 15:57:26 +0000 UTC]
Thanks. and you are so right. i will add in some hair when I export the texture in photoshop.
👍: 0 ⏩: 0