1. #61
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    Brilliant. An even better practical sculpting approach than it already was.

  2. #62
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    When the video started, I just saw the new skinning method and thought it would help out a bit. Then I saw the demonstrator sculpt muscles on directly and went

    Curious though. I saw the wires for the final mesh in one frame and it seemed to be the same as Unified mesh. All one polygroup and dense, like it only has one division level. Won't this method produce an adaptive mesh, so we can go into the very low levels to make large changes?

  3. #63
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    ...just wet myself....

    BRILLIANT GUYS, AWSOME!!

    When does August finally end!!??

  4. #64
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    I love you Pixologic!!! You are so great!!! Thank you Thank you thank you ...

  5. #65
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    This looks very interesting! The creature at the end looked great too. Like others,wondering how dense this mesh becomes, any new retopo features I wonder?

  6. #66
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    Oh My God ... Want it now!
    Watch my showthread on ZBC
    My sketchbook

    Watch My Demoreel 2011

    My Website:
    http://www.klausknuth.com

  7. #67
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    Sometimes I can't even believe my eyes when I come the to ZBrush site.
    This is big time.


    it looks so similiar to dynamic muscular system for animation. Can the forms be used as muscles for Maya?
    Alonzo Von Threet
    Zbrusher OSX

  8. #68
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    Thumbs up

    Where do you get music like this?

  9. #69
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    amazing!!

  10. #70
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    That what you want for a rigging tool! I really like this approch. At this step, it is possible to add key framing to do little animation?
    -----------------------------------------
    Steve Jubinville
    Senior Character Artist

  11. #71
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    Just AMAZING!

  12. #72
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    I am sitting 3" higher in my chair, and I need a new pair of pants.
    Awesome
    Dustin
    .:|Sketch Book |:.



  13. #73
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    Quote Originally Posted by LY
    Well, then the video failed to proaperly demonstrate this... :P
    You can already get 5 finger hands without weird results or oddball intersections. Just adjust your intersection resolution. You can find the intersection resolution controls under the transform menu. The x,y,z sliders more in unison, but you can control them independently by holding SHIFT. There's a hand tutorial here on ZBC that shows this. No weird intersections. No bizarre overlaps. A hand the way you expect it to come out, right down to the low poly base cage.

  14. #74
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    AWESOMEAWESOMEAWESOMEAWESOME
    A muscle type system!!! looks sooo artist friendly as well...come on pixologic! release it now!
    can't wait

  15. #75
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    I think anyone one here would happily pay for this in an upgrade, yet Pixologic are giving it to us for free along we the other stuff on both Mac and PC at the same time........

    So whats the catch, does Pixolator actually own all of us in licence agreement small print??? Do we have to do Auricks laundry on a rotation system???


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