1. #106
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    You pointed out and interesting technique, I should be masking the head if I use the deforms.


    I'll try again with the hands tomorrow. I'm not feeling too well right now.


    Picture 116.jpg
    Alonzo Von Threet
    Zbrusher OSX

  2. #107
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    Oh, and Aberrant, can you put a link to your character in your signature? thanks. Then I can go right to it.
    Alonzo Von Threet
    Zbrusher OSX

  3. #108
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    Another thing I will never do is mull over the hands in the Zspheres
    Alonzo Von Threet
    Zbrusher OSX

  4. #109
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    I think at 7.5 head he's fine with the proportion. Also the shape of the character's formed.. The challenge now that I see would be the hand creation. Look forward to your next update.

  5. #110
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    Quote Originally Posted by Audiodoc
    Ha that's awesome using actual 3d heads to measure height. How did you duplicate them?
    It was just photoshop, but if you hide the body and drop the model (switch off EDIT) probably would work.

    I do drop the model for reference, and edit a second if I am trying to recapture and form from an earlier edit.

    I think the best way if you want to use reference layout is import a reference image. I'm just winging this one though.
    Alonzo Von Threet
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  6. #111
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    Looking great. I meant deformations yes, I dont know why i said displacement. Looking forward to see it evolve.

  7. #112
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    I have used Edge Loop before in v.2. but when I go to lower subdivisions, the button doesn't activate.

    I could use some help with it. Any ideas? Thanks.

    I'm realizing the hands is a bit of a problem, I have to do them both individually and If I had exported the model to put hands on, I would lose subDs.
    Alonzo Von Threet
    Zbrusher OSX

  8. #113
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    Not too sure whats happening, but try clearing any masks you may have and make sure nothing is hidden on your mesh. On your lowest sub D level select the polys (Holding Ctrl+Shift) that make up your hand and that should hide everything else but your hands. From there simply click the group visible button and then unhide everything. With frame turned on you can see your polygroups and by Ctrl+Shift clicking on that group you can isolate them to work on them. Hope that helps. If you are still having the same problem give me a little more info on the steps your taking and what goes wrong.

  9. #114
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    thanks Aberrant.

    I dropped the idea of edge looping because of the technical problems with the Edge Loop button not activating. I have to go back and double check it because I have it used it in v.2. I know it should be working. I haven't check it again.

    I saw someone's character where they made the hands as separate Zspheres, and then retop'd over the body and hands into one mesh. I think this is good because I'd rather model the hands separately anyway and I need to retop right away also.

    I'll just do a minor edge loop test later to see if it's a "mac bug" or just my model.

    Here's a hand I did last nite. Wow, doing a thumb can be tricky. Again, I'm just winging it. I started the RK tutes just to get the mesh from Zsphere and then I run with it. However, I strictly see the need to use more reference instead. It's seem ZB is such a fine tool for acute modeling more accurate reference is a must as well.

    I love it, I have to try it again soon. Doing a hand is much trickier than I thought.

    Picture 137.jpg
    Last edited by AVTPro; 02-06-09 at 08:38 AM.
    Alonzo Von Threet
    Zbrusher OSX

  10. #115
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    Hands are usually a tough part of the body, but you seem to have no problems. Great job. A little thin in the fingers but nothing incorrect. I agree with the detail you can attain from zbrush and the need for a reference. Unless you have outstanding drawing skills and can come up with everything in your head (I envy those who can), a reference is a great help. Good idea about retopology after you place the hand in there. Cant wait to see your next update. Keep it up!

  11. #116
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    Yepp....hands are tricky I know what I´m talking about.
    But the hands of your modell are looking really nice.
    They only need a little bit more fine tuning..
    but I´m sure you´re not finished yet.

  12. #117
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    These hands look great nice work

  13. #118
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    I think the hand's looking good so far...

  14. #119
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    Nice hands! looking forward to seeing the rest!

  15. #120
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    Xcellent updates and work on the body and arms ... cool hands ... keep up the good work !!!

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