1. #16
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    Hey guys!

    Harmonic, good call on the "oddness" from the knee down. I'll check it out As for the wires and the colors I just wanted to turn them off to show the real anatomy without any distraction so that the "oddness" can pop up

    YannickLeclerc, thanks buddy He has to be dominant if he's the one to straighten up some misdirected angels

    Take care amigos

    Fidel

    * Diary of a VSWIP 2 (Raguel) -updated 10.17.07-

  2. #17
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    Default Letter to Theo

    Ok, this is gonna be a looong post

    I've been staring at Raguel for hours -and days - trying to find a method that could help me get this big guy to where I want to. I haven't advance that much due to the limitations of polygons -yes, the "I need 20 zillion polys" sindrome But the thing is that the model is already at 2578432 polys. So another subdiv is not possibility because it would go further the 10 million poly limit that ZB has... not to mention that my PC would melt down -literally-

    Aurick has proposed to split the model into 2 or more pieces the model as a solution to this limitation. The idea behind this is that each part of the original mesh can be subdivided even more allowing you to achieve more details.

    These are the steps to split your model according to Aurick:

    First make sure that your model has been UV'd. Next, split it by doing the following:

    1) Hide part of the model.

    2) Press Tool>Clone

    3) Press Tool>Geometry>Delete Hidden

    4) Press Tool>Geometry>Crease (to keep the edges from contracting when subdivided)

    5) Press Tool>Morph Target>StoreMT

    6) Divide the mesh and detail

    7) Select the cloned copy in the Tool palette

    8) Invert visibility

    9) Repeat steps 3 through 6

    Another thing that someone recommended -I can't remmember who- was to split the model where the wire shows a division -at the lowest subdiv-

    Something like this:

    ZBrush Document 1.jpg

    Now, the only problem with this method -for me anyway- is that it's hard or almost impossible to do a detail where the each part has been split. Taking the image above as an example, it would be very hard to make a vein that goes from the head to the chest.

    A solution to this could be hide the split with some object. In this case a collar.

    So! now that I've covered some concepts, here's what I'm going to attemp:

    ZBrush Document copy.jpg

    I'm writting this process so other can learn something from my mistakes and also to get some feedback on the method.

    Thanks for reading
    Take care amigos

    (Off the record: I really don't know what I'm doing but I'm willing to give it a try... although it's kinda hard to concentrate with all those crows)

    PS.
    Oh God! This is gonna hurt

    Fidel

    * Diary of a VSWIP 2 (Raguel) -updated 10.17.07-

  3. #18
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    Maybe you could retopologize him so that you can express what you already have in fewer polygons?

    I am not an expert, but it seems to me that you could express what you have there with much less if the topology matched your vision.

    Then you should get more sub-d levels on him to go for the extra detail.
    Long dead links removed...

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    Hey Bill, expert or not I really appreciate the advise The problem is that I can't go higher because I'm already at a poly limit. If I subdiv it would pass the 10 million limit but thanks anyway buddy!
    Well, I'm finally had sometime to work on this guy... and sometime for me is like 8 hours

    here's the head alone -splitted one-

    ZBrush Document.jpg

    I added a tongue and the inner ear (cavity) by edge loop. I've followed all the steps that Aurick pointed out but I wonder if you do any edge loop could or will affect the method? Or if clicking smart resym or resym would too -since that could move some points that were connected to the body? If anyone knows the answer you can jump in, if not I'll ask Aurick and post is answer here

    Take care guys and gals

    PS.
    Deco brush -deformation- and the blur brush are a match made in zheaven!

    Fidel

    * Diary of a VSWIP 2 (Raguel) -updated 10.17.07-

  5. #20
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    Looks good. Not sure what you're asking though? You don't need any higher levels on this. You should be able to get quite a bit more detail on lower levels if that's what you're after.
    Jason Belec
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  6. #21
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    elarcano,
    Just chucking in my thanks for the development series here.You guys make the curve straighter for alot of us new to guys.Much apprieciated and what a cool character to demonstarte your methods.Have a great week,cal
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  7. #22
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    Hi people

    Hey Jason, I pretty sure some of you guys know how to squeez every poly, but for me it's still hard Besides, I'm intrigued by this method and wanted to give it a try. Later on I would like to try using bump maps to compare. Let's see what happens

    Hey Calcum, thanks a lot for the kind words! As I've said before, it would be great for me if I can help anyone out So many people in this community have directly or indirectly done so for me, so it's my pleasure Have a great weekend my friend

    Ok, here's just an update with the teeth to see how it's going

    ZBrush Document.jpg

    Oh! Before I go I just wanted to mention some models I've see around here that I recommend seeing -if you haven't already-

    Threetails's Fresh Stuff -specially razor- Awesome character
    Skycastle's Rhino Skin -Now that's some pretty cool detailing!-
    Funkyfoe's Mr Squize -darn good model and final image-

    Well, that's all for now

    May you all have a great weekend

    Fidel

    * Diary of a VSWIP 2 (Raguel) -updated 10.17.07-

  8. #23
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    Looking good so far...keep it up!

    One thing you might try is taking a blank texture in the size you are gonna use....and while the head and neck....both sides of your seam are visible....go into pm and roughly sketch where you want your veins.

    then you could just load that texture while either piece is visible and sculpt em in....some touch up will be needed I reckon....also note that you will probably destroy the texture so clone it first so you have a fresh one for each piece. Just an idea you might try....surely someone has a better one.

  9. #24
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    Wasn't crushing your method, man! Just trying to help you get the most out of your skills.
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

  10. #25
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    Hey Aminuts! Good to see you around Thanks for the tip, I'll find some time to try it out -sounds pretty interesting-. Thanks a bunch

    Hey Jason, you've become friend and I wouldn't take any advice from you as a bad thing. Your insights -as well as everybodys- are invaluable for me I really really appreciate them! So we're cool buddy. Jump in whenever you want

    Take care everybody

    Fidel

    * Diary of a VSWIP 2 (Raguel) -updated 10.17.07-

  11. #26
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    Hey gang... long time no post

    I wouldn't like to revive this thread, but then again, it's the same model (told you it was going to be a sloooow process)

    Nothing much to say... so I'll just go for the pretty images
    This is a comparison between the old model made out of zspheres and the new one after retopology in ZB:

    R-Comparison.gif
    The old topology had to be at subdiv 2 in order to be high enough to get a good side by side comparison

    In case you didn't see the head
    R-base-head.gif

    And here's where I'm at the moment
    R-Death.gif

    Till next time

    Fidel

    * Diary of a VSWIP 2 (Raguel) -updated 10.17.07-

  12. #27
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    The design and silloutte of this reads very well. It would make a fine next gen game model as well. Looking forward to see where you take this.

    Wayne...

  13. #28
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    Looking real good fidel that topology really does compliment the design.
    Again love those hands!
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    ok ya had a break....a loooooonnnngg break......now back to work on this guy.....i been waiting ......a loooooooonnnnggggg time to see where you are gonna go with him...like it so far.......now focus!

    yup don't blink...months go by eh?

  15. #30

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    impressive posts in here and a great character concept
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