1. #16
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    Nice job man! Well done
    Rafael Grassetti
    grassettiart.com


  2. #17
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    Wow! great thread! congrats on the top notch work!

    When you retopologized your characters in ZB which method did you use?

    It seems like for areas of the face it is pretty difficult to get accurate, clean geometry with qremesher on lower poly game characters....

    looks like an awesome game.

  3. #18
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    Thumbs up

    very attractive characters!

  4. #19

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    Refreshing to see such adorable models among all the grim stuff here (mine included)!

  5. #20
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    Very nice man! I love the models and the textures awesome.
    Last edited by Gilberto Magno; 10-08-12 at 07:37 PM.
    GMagno - portfolio

  6. #21
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    Great stuff and style here! A question though: If you're modelling stuff and animating renders using 2d methods, why are you exporting from Zbrush to render in Maya, rather than using native Zbrush renders?

  7. #22
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    Great job
    durgesh

  8. #23
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    wow ! i really look forward to explore this game on my ipad, to llok more on the wonderful graphics you created... thanks for sharing workflow info, its great to learn how such a huge task is done. ... wonderful colors, the colors choice really draws me in :-)
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  9. #24
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    Thumbs up

    Lovely style, and really cool breakdown, with entertaining notes. Top notch!
    Cheers,


    Szabolcs Matefy "Jester"

    Senior Character Artist
    Crytek Budapest

    Certified Softimage Trainer

  10. #25
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    Thanks for the Making of and congrats about the Top Row.
    Well deserved
    My Sketchbook - please visit and leave me some C&C to help me immprove myself

  11. #26
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    Thumbs up fantastic

    these are cute,i like these very much.

  12. #27
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    Absolutely love the style. Always nice to see Zbrush used for more stylistic models.

  13. #28
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    Great models and artistic style. I like them all a lot.

  14. #29
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    Aww man!, Im going through that madness right now. Making environmental models and characters for an orthographic game.
    For us it doesn't really matter how it gets made as long as it looks good. Nothing in the game is realtime. It's all pre-rendered stuff Which gives us a lot of freedom.

    Awesome job on all of the work, hope the game does well.

  15. #30
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    Mrguy - congrats on the top row! Nice work. Thank you very much for the process breakdown. I have a few questions

    1. You mention starting at a low DynaMesh resolution. The screen grab shows Resolution 1024. Is that a typical starting resolution for you or do you start lower?
    2. I did not understand your comments about color selecting out alphas in Photoshop. Could you please elaborate?
    3. Your retopo face example has the mouth closed and so do many of your other face screengrabs. Do you create the mouth interior during the retopo process? How do you keep the lips from fusing together?

    Thank you.
    No one ever expected a pencil to draw for them.

    www.podagraph.com

    podaart.blogspot.com

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