Greetings fair ZBrusharians. After a long hiatus (playing WoW, CoH, and generally just lounging around) I have returned. It's been a while since I have stretched my ZFingers but after much cracking and popping I have begun to work on some new ZPieces. I have a whole head-full of ideas I want to try so bare with me as I unleash....(drum rolls please....) SPOC Island II !!! Just kidding Hopefully my current works will not retire to that dread Isle. Anywho.... to get the ball rolling here is a quickie I did in about an hour and fifteen minutes. Thought I would post it just to show yall I wasn't surfin down under (six feet under that is ) Nice to get back in the swing of things. So be warned and head for the hills. Mentat the Mad is back in town. (Ok enough drama... where's the dang pic you ask....)
A little about the pic. It is a relatively low poly mesh, about 200K polys. I created it from a cube that was skinned with unified skin. I put a few edge loops in and a little modeling later voilla. The skin shader is one of my older ones that I dug up.
Here is a quick walkthrough of what was done:
1) I created a Cube3D primitive then skinned it using Unified Skinning with resolution set to 8 and smoothness set to zero. Then I went into TOOL>GEOMETRY>RECONSTRUCT SUBDIV and created two lower levels of subdivision. I moved down to the lowest level and deleted the other higher levels.
2) I used TOOL>DEFORMATIONS>SPHEREIZE X 100 several time to get a round object.
3) I moved the polys into a rough head shape and subdivided several times. I selected some polys and cut in a few edgeloops using the edgeloop command in the TOOL>GEOMETRY menu.
4) I worked in some more forms for the head using various transform edit tools (Standard, Inflate, Smooth, etc)
5) Here is the final base head with everything in place and ready to move on to the final piece.
The final piece was created simply by moving polys about until I had the final shape I wanted. I then sculpted all the surface details using the live Transform Editing tools (Standard, Inflate, Smooth, Layer, Pinch). All the details were done directly on the model. Projection Master was not utilized at this point although I could have easily done it that way too. The final color work was done directly on the piece after it was dropped to the canvas. Again, no Projection Master work here. It is all strictly painted on after the fact.