1. #76
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    Quick pic of the unified skin with a few minutes of tweeking the face. I think what I like the most about this new aproach to spheres is how close it can get you right off the start. Which ever skinning method you go with, reducing the amount of inflations breaking the mesh, and reducing the amount of sub divisions needed to get all that form is great! It means Im adding the smaller forms and details sooner in my work flow, having attacked the bones and meat of the sculpt with the spheres. This model has 1 million polys at sdiv1 and it hold up well for this little render. More to come.

    Zskimmersml.jpg
    Zskimmer.jpg
    Last edited by threetails; 09-17-09 at 07:02 PM.

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  2. #77
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    TIP In order to get the most efficient unified skin from ZSketch , try the following procedure...

    1. Set Unified SDiv to zero, and adjust the Resolution slider as low as you can while still getting the major shapes visible in the preview skin.

    2. When done with the above step, increase the SDiv level as high as you need in order to get the fine details visible in the preview skin.

    3. When done, press the "Make Unified Skin". (Make sure to use the "Make Unified Skin" button, not the Make PolyMesh3D button)


    If done correctly, you'll end up with a low resolution mesh at the first sub division level with high frequency details at higher subdivision levels.


  3. #78
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    hey thanks support for the tips. That is essensually what I have done. Im getting great results with the exception of the horn tips. When skinning, it creates webing between the tips, and some in the mouth. everything else is Superb!

    sdiv-skimmer.jpg

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  4. #79
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    Very cool work, threetails.... this ZSphere II rocks!

  5. #80
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    SolidSnakexxx, thanks good to hear form you. Yes they do!
    here is a progession shot of the Skimmer.

    Zskim_neck.jpg

    Zskimmer_sculpt01.jpg

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  6. #81
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    Very nice...I really like the wrinkly neck!

  7. #82
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    hey cameron!

    this is great. i really like the sense of this creature.
    shoulder and neck area works very well.
    how many polys is this at subd 2 (and the base-skin)?

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  8. #83
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    SolidSnakexxx, thanks should have her all based out for retopology and details soon.

    rasmusW, Thankyou. she has three sdiv level 0,1,2. 0 has a poly count of 263317, level 1 has 1053268, and level 2 has 4.23 mil polys. when you make the unifed skin from the level 2 preview your subdivision levels are maintained, and shown in the geometry subpallete, but renamed 1,2 and 3. the render below is at sdiv 3 and is holding the small forms very well.

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  9. #84
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    Hey Cam. That's real nice progress on the Sandskimmer. The skin stretching and folding over the muscles looks great, even at this early stage (btw, I experienced some "webbing" issues too with unified skinning, but nothing that couldn't be fixed with a little sculpt-over).

  10. #85
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    Thanks Geert. Im moving forward slowly with all the characters, should have more to post soon. I was able to sculpt up the unified skin to a very good level. now Im in the process of laying out for retopology and should be into the fine forms and details soon.

    headskimmer.jpg
    progress-skimmer.jpg
    Last edited by threetails; 09-29-09 at 07:36 PM.

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  11. #86
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    You were right about me going to like this new one Very much liking it! Sometimes, when you've mastered human anatomy, I don't see the point of doing gods creatures all over again as they are in reality (including aliens hehe), nor creatures established by other artists for that matter, and that's why I like this one so much
    Last edited by cherub_rock; 09-29-09 at 11:14 PM.

  12. #87
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    Yeaaaah niiice and niiice render too with the backlight hahaha
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  13. #88
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    cherub_rock, Thanks for hanging in there. im glad you enjoy the process. Lots more to come.

    Slice Thanks. I took your advise and adjusted my light set up by adding a backlight. as things progress the renders will become more refined, I hope. thanks for staying tuned.

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  14. #89
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    looking great. Wierd but great. Haha. I can't crit this because its so far out there. Where do you get your inspiration from?

    Loving the renders by the way. Nice contrast.
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    Lookin' good Cam, Can't wait to see the other characters too! This one would be awesome to animate! I sent you an email (on your website hotmail)

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