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hi,
That turned out great!! Good luck to ya.....it looks like something they would definitely choose!
makes me wanna go out and play in the mud...er...garden!
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hahahah, itīs a funy and lovely bird.
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Thanks!!
Thanks for the replies. It was pretty fun to do. I had to multimark each separate piece and then generate the new mesh from the marked items. SO, the model grew to be a HUGE amount of polygons and the file size was huge also. If anyone can help me figure out how you guys get such smooth models with a lower polygon count. Mine was absolutely outrageous. Anyway, thanks for stopping by and taking a look.
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What a fun scene you have here! I like your character designs a lot...
As for keeping the poly count lower, the way most folks do it is to model the base shapes in Lightwave, Maya, or any other poly/nurbs modeler. That way
you can optimize the model as you go. The great thing about Z-Brush is the fact that we can have multiple-millions of polys at once.
A way to save ram is to build up your pieces and save the document. Then restart Z-Brush and reload your document. THEN load up more of the high poly pieces without having all of them loaded at once.
Hope this clarifies things a wee bit,
Dickie
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