1. #31
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    Hi there
    Update for the Cyngar Centurion:

    Detailed the base for better size recognition, i said he would be a big Centurion, and he will.

    Builded some destroyed buildings with dynamesh, gave the street a texture and cracks.
    I made 2 sorts of fibers and the base alone without the centurion has about 500k polys.
    Detailed the middle part of the body with IMM brushes, used some transpose-modeling and clipbrushes for hardsurface.

    I love r4 ... it makes technical and hardsurface modeling so much easier.








    C&C always welcome!
    Last edited by Sangius; 08-10-12 at 07:48 AM.

  2. #32
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    That looks crazy cool!!
    Really nice man!

  3. #33
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    Thanks a lot!

    Your transpose-modeling tut helped me a lot!
    Zbrush & Cintiq 24hd = endless love

    Big things have small beginnings ...

  4. #34

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    Very nice! Love the base, it really captures it's size, just like you said.

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  6. #36
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    Thank you!

    I'm really glad you like it!
    In the next days i'll detail the whole body in that way.


    Only thing i'm a bit worry about is getting my really many subtools managed.
    I've made a hierarchy for the items, named most of them and merged some of them for better control, but my List has actuall about 150 subtools.
    Sometimes i get a bit confused by searching a special one.


    Is there a way to make Groups of Subtools without merging them?

    Example:
    One leg has about 100 polygroups and parts without any detail-meshes and splitted IMM-tools.
    I wish i could group the Leg into one group and then choose within this Group the 'minor'subtools like switching brush-type by hitting 'M'.

    Hope my english is not too bad for explaining what i mean...
    Zbrush & Cintiq 24hd = endless love

    Big things have small beginnings ...

  7. #37

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    I don't think there is. This was one of my biggest concerns during the Ork Nob project, since I also raked up a very large number of subtools. In the end I decided to say goodbye to all my subdivisions and just start to merge subtools, making sure they had logical polygroups for easy selection later on.

    In general, the one thing I would like them to work on is compability issues between various functions in Zbrush. I often find that if I want to use a certain function, then I have to give up the ability to use another function first, and it gets annoying after a while. I love the IMM brushes, but since they don't work on subtools with multiple subdivision levels, using one means that I either have to remove the divisions or create a clone to work on, either way it'll break my workflow. HD geometry is awesome, but it also means I can no longer apply surface noise over the entire subtool using UVs and a custom alpha, and it stores it's histopry on a separate channel, meaning going back and unchanging things can be a real hassle. Those are just two examples, but when all these things are put together it means that I rarel, if ever, end up with a model where all the subdivisions are stored...

  8. #38
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    Hi there

    Found not much time for Z, but here's a little update.

    I make my way detailing from part to part. The middle section is almost done.
    Did a small BPR renderupdate too, tweaked the shadows a bit.

    Have to build some believeable connections for the hands...

    Hope you like it, C&C always welcome!



    @JohnnyDestroy:

    I know exacly what you mean ... in example i wish i could handle more than one curve on the IMMbrushes.
    It's a bit tricky to arrange several tubes to avoid intersecting. But i love those IMMbrushes and the curvemode anyway.
    The issue with subdivisions and IMM is a well known problem for me. I decided the same way and deleted all subdivisions.




    Closeup BPR shots without shadows and AO:







    Final rendersetting Update:
    Zbrush & Cintiq 24hd = endless love

    Big things have small beginnings ...

  9. #39
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    Thumbs up

    I really like this latest work you have here Sangius! I only have a composition note to add, the bottom render, there is a hard tangent being created on the right side of the image where the vertical line of the pillar aligns with the elbow and almost with the shoulder. Not a big deal in the grand scheme of things but it definitely plays trick on your eyes.

  10. #40
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    Thanks Arthaven,

    haven't seen this, i'll turn the angle a bit for the final render.

    I have an Idea for the pose, but i don't know if i could reach my goal.

    But my Idea is a scene of a destroyed and abandoned city,
    the centurion rusted and abandoned too,
    but still looking like a mighty sleeping god of destruction.

    Perhaps i'll compose this later in PS... if my skills let me achieve this.
    Zbrush & Cintiq 24hd = endless love

    Big things have small beginnings ...

  11. #41
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    really cool work !!
    " crits n comments always welcome ! "

    "RIPPED UP LIKE A DEUCE ANOTHER RUNNER IN THE NIGHT - MANFRED MANN "

  12. #42
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    Small update for the inner structure of the legs:



    C&C always welcome
    Zbrush & Cintiq 24hd = endless love

    Big things have small beginnings ...

  13. #43
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    Forget the last pic for the leg...
    Had a critical error while saving and now i have to do the whole leg detailing again.

    And i just finished the leg interior ...

    Is there a way to recover a .zzz File?
    Zbrush & Cintiq 24hd = endless love

    Big things have small beginnings ...

  14. #44

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    Ouch, sorry to hear that. I've had the same thing happen to me, so I know the feelings. At least you got some renders made, you can use those as a reference. Also, it's looking very cool, great attention to detail!

  15. #45
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    these look awesome... yeah i had a picture i was working on for a day have a error on me some time back here..its not fun for sure

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