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Rory,
Thanks so much for the consructive criticism! I definitely understand what you are saying about it appearing as if there are two victims. I didn't develop the sketch the way I would have liked to, but I am going to make it instantly clear what's going on in the final piece. I'm traditionally an Illustrator, so making an image read and tell the whole story at a quick glance is very important to me. Regardless, I appreciate you pointing that out, and don't hesitate to continue critiquing my work.
I also appreciate the tip about pinching! I'm not done with model, but I will definitely apply the pinching tool! Cheers!!!
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I think you can press control and mask out those areas. Flip the mask and then press Ctl D to sub devide. That should give you more poly's to mess with.
Other than that you'll need to use pinch, smooth and move tools to get things back to where you want them.
Other more experienced ZBrushers probably have better methods for this.
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Thanks Dustbin... I shall give that a try. I didn't know you could subdivide a selected area. Very Cool!!!
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I guess the best way to solve this kind of problem is to do some Topology Reconstruction. U may separate the cloth from the base body mesh and use subtools. That'll help u a lot in this issue.
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Of Course the other way is to build the body first and then select the area on the body teh jacket will cover and press the Extrude button on the subtools menu. Muck around with the settings a bit there too.
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Snowkaren,
Unfortunately I'm workin on a Mac, and therefore ZBrush 2, so subtools are not an option. Thanks anyway! I can't wait to get Z3 for that and many other reasons.
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Dustbin,
Unfortunately I'm workin on a Mac, and therefore ZBrush 2, so subtools are not an option. Thanks anyway! I can't wait to get Z3 for that and many other reasons. I'm going to try your suggestion, and I'll let you know how that turns out. Right now I'm making my own Halloween mask (real sculpting involved!), so I am pretty swamped this month. Later!
Dave "Z" Wolf
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Looks like you've used the Inflate brush to get those clothing edges. You could try using the Nudge brush to push polys from surrounding areas into these problem places. It should in theory maintain the shape of your model, while shifting points across the surface, but best results are only obtained from using this brush at very high subdivision levels.
You can increase poly density by subdividing a masked mesh, but be warned that this is likely to produce lumpy triangular poly pinching defects.
Instead, you might try hiding polys along those problem seams and adding edge loops to them.
Cheers,
R
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The end is nigh!
Hello All!
So I was unable to finish my submission, but not due to laziness. On top of having a busy month at work, I had another project that I was already working on. I wanted to share it with you, so you understand why I didn't finish.
I made my own Halloween mask, which involves actual sculpting …gasp! I was just starting to learn ZBrush, and I am going to still finish my original piece, and I promise this is not the last you heard from me.
Also, there are a lot of great entries, and I can't wait to go through them all. Good luck to those that spent some real time on this!
Also, does anyone know when Z3 comes out for Mac?
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