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    Default Space Sedan

    Hi ZBrushers, this is my first (slightly) serious work post on ZBrush Central. It started as another exercise, a way to learn more about ZBrush. I took it slightly farther than that, and learned a lot in the process. There's a lot more I'd like to do with it, but I think I'll take what I've learned and make something better.


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    cool retro look about it !!!
    " crits n comments always welcome ! "

    "if he who has the most fun wins ? - i won ten fold !! "

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    Quote Originally Posted by Gary Komar View Post
    cool retro look about it !!!

    Thanks Gary, appreciate it. I like your trucks too...

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    Oh cool, great little space sedan dslavin. I love it. Kudos.

    Ezra

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    Quote Originally Posted by EZRA52 View Post
    Oh cool, great little space sedan dslavin. I love it. Kudos.

    Ezra
    Thank you, Ezra!

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    Hello dslavin, just had to drop by and tell you that I like this vehicle. Mainly, I like how smooth the body looks. That's a nice red BTW.
    -Greedy and mean people make this planet suck!

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    Quote Originally Posted by Dragon View Post
    Hello dslavin, just had to drop by and tell you that I like this vehicle. Mainly, I like how smooth the body looks. That's a nice red BTW.
    Thanks! The red is just the default ReflectRed in the materials palette. Someday soon I'll get around to making my own materials I suppose.

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    Looks great none the less. Quick question, how the heck DID you get the body to look so smooth? I created a car some time ago, and in some views the body looks smooth and great but, in other views, looks like someone took a small hammer to it. Any tips for a smooth body??
    -Greedy and mean people make this planet suck!

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    Quote Originally Posted by Dragon View Post
    Looks great none the less. Quick question, how the heck DID you get the body to look so smooth? I created a car some time ago, and in some views the body looks smooth and great but, in other views, looks like someone took a small hammer to it. Any tips for a smooth body??
    To answer your first question, I started out with very simple spheres at low subdivision levels in dynamesh, and polished each time I went up in resolution. The key is to get all of your main shapes done at a low resolution, then polish (or clay polish) as you res up, instead of trying to design at a high resolution where you're going to cramp your wrist trying to iron out all the wrinkles.

    I don't have all the answers (as I am a noob still), but the above technique is one described to me by my friend who is a master.

    As far as your car goes, well I would have to know how you arrived at your body shape in the first place.
    But, having experienced exactly what you've described in the past, in that particular case I went in with the Hpolish brush and took some time buffing out the area. But the best results came once I painstakingly retopo'd it (with the zsphere method). I'll post that model soon.

    Have you tried using Hpolish already?

    D

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    Very cool! Love the chrome details.

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    Quote Originally Posted by pmrubin View Post
    Very cool! Love the chrome details.
    Thanks Peter! Speaking of masters...

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    Quote Originally Posted by dslavin View Post
    To answer your first question, I started out with very simple spheres at low subdivision levels in dynamesh, and polished each time I went up in resolution. The key is to get all of your main shapes done at a low resolution, then polish (or clay polish) as you res up, instead of trying to design at a high resolution where you're going to cramp your wrist trying to iron out all the wrinkles.

    I don't have all the answers (as I am a noob still), but the above technique is one described to me by my friend who is a master.

    As far as your car goes, well I would have to know how you arrived at your body shape in the first place.
    But, having experienced exactly what you've described in the past, in that particular case I went in with the Hpolish brush and took some time buffing out the area. But the best results came once I painstakingly retopo'd it (with the zsphere method). I'll post that model soon.

    Have you tried using Hpolish already?

    D
    Hi dslavin. The next vehicle I make, I am trying your method.

    The orginal body was started in ShadowBox (when it first came out, I wanted to test it). After I got a base shape for my vehicle (a 32 highboy), I then cut away to make it closer to the shape of a 32. After that, I did use a TON of Hpolish. Man, I was really hoping you wouldn't say you retopoed- See, guess I am just trying to find away where I can sculpt, 'extract/retopo' a new shape (quickly), then reproject the details back and have the body real SMOOTH but, with a low poly count as well. Thought QRemesher was going to help, but, seems my model (tool is so high in poly's, that it's locking up QRemesher). The next step I was going to try was the new retopo brush and see how that goes (if it's easier than retopoing using the method you just mentioned).

    So, looking to try the new retopo brush (as just mentioned) and try your method of working up, Hpolish, work up, Hpolish, and see which one is easier.

    What do you think?

    Sorry, just that I find retopoing with a sphere such a pain (I did try it once and just wanted to put my fist through the computer-... just kidding, but I really did not like it).
    -Greedy and mean people make this planet suck!

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    Quote Originally Posted by Dragon View Post
    Hi dslavin. The next vehicle I make, I am trying your method.

    The orginal body was started in ShadowBox (when it first came out, I wanted to test it). After I got a base shape for my vehicle (a 32 highboy), I then cut away to make it closer to the shape of a 32. After that, I did use a TON of Hpolish. Man, I was really hoping you wouldn't say you retopoed- See, guess I am just trying to find away where I can sculpt, 'extract/retopo' a new shape (quickly), then reproject the details back and have the body real SMOOTH but, with a low poly count as well. Thought QRemesher was going to help, but, seems my model (tool is so high in poly's, that it's locking up QRemesher). The next step I was going to try was the new retopo brush and see how that goes (if it's easier than retopoing using the method you just mentioned).

    So, looking to try the new retopo brush (as just mentioned) and try your method of working up, Hpolish, work up, Hpolish, and see which one is easier.

    What do you think?

    Sorry, just that I find retopoing with a sphere such a pain (I did try it once and just wanted to put my fist through the computer-... just kidding, but I really did not like it).
    I would definitely use the new retopo brush. Seems like the way to go (though I haven't tried it yet myself). I would try the retopo without reprojecting--maybe just adding more loops where you need more detail--just in case the reproject ends up putting those wrinkles back in...?
    Also, did you try using Qremesher with a small polycount target and some guide lines? Just curious.

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