1. #31
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    Hi Akze, just dropping by to say I like your 'intense' style of work. I remember your work from some time ago, but never got around to commenting (I lost the link to these posts of yours). But glad I refound it. Will keep an eye on ya- Listen, real quick, what rez do you work with when sculpting with Dynamesh? Any other settings i.e. Blur setting? Do you have project on or off? Do you use Claypolish? Cause, the last two pieces you did, amazing. Everything is so 'clean' i.e. the surface of the spider does not seem to have bumps and the 'lines' look clean. The HELMET DUDE, the 'screen' texture on the tubes and the side of the head look 'sharp'. So, that's why I ask.

  2. #32
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    Amazing helmet. it really had amazing details

  3. #33
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    Here's my final version of "Skafander".
    it gave me a lot of problems due to my hardware limitation (netbook = asus eeepc 1205 N, 4gb ram).

    I hope you like it.



  4. #34
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    Thank you guys

    Dragon =

    Dynamesh = with my last work , i had to use resolution up to 1024, then to make the details i leaved dynamesh and sudivided one time ( just the helemt is about 3 millions polys).
    Yes i use claypolish sometimes during during the all process. The details on the tubes were obtained with noise maker.

  5. #35
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    this look really cool man
    nice amount of detail you have applied

  6. #36
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    Quote Originally Posted by akze View Post
    Thank you guys

    Dragon =

    Dynamesh = with my last work , i had to use resolution up to 1024, then to make the details i leaved dynamesh and sudivided one time ( just the helemt is about 3 millions polys).
    Yes i use claypolish sometimes during during the all process. The details on the tubes were obtained with noise maker.
    Hi AKZE, thanks a million for the tips. I feel you on the high poly count (I was working on a HotRod and the Body alone was at 11 milllion let alone the rims, tires, trim etc... but did not try it the way you just explained). So, I am just trying to see how folks approach their work without going too high in poly count and yet achieve amazing detail. For instance, Ralph Stumpf I have noticed will work in Dynamesh with a rez of about 128 to 200, then, retopo to get a smooth surface for detail, but yet, this helps keep the poly count down as well. But you use a high rez Dynamesh then, leave it and subdivid once. That's pretty cool. I am going to give your method a shot (I hate having to do retopo... Hope QRemesher comes out soon).
    Anywho, love your work. Can't wait to see more from you. Best.

  7. #37
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    SHow de bola os trabalhos deveria mandar imprimir na www.imprima3d.com

  8. #38
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    Vlw alex, depois quero trocar ideias com vc


  9. #39
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    Awesome!!

  10. #40
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    cool work!
    Last edited by Project pyzzmon; 05-19-12 at 12:31 AM.

  11. #41
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    Quote Originally Posted by kinema View Post
    Awesome!!
    I second that!!

  12. #42
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    Hi AKZE, just letting you know, been using your method of Dynamesh to Sub-D and so far, working just great. Since I am not doing any gaming or animation stuff, this method is coming out just fine. Thanks for the info. Please view my Jaguar I recently worked on using your method here:
    http://www.zbrushcentral.com/showthr...l=1#post959357

    And I gave YOU credit for the method here:
    http://www.zbrushcentral.com/showthr...h-HotRod/page3

    Hope to see more work from you soon. Happy ZBrushing.
    Last edited by Dragon; 07-23-12 at 09:40 PM.
    -Greedy and mean people make this planet suck!

  13. #43
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    Thank you guys

    Hi Dragon , thanks for the credit but you didn't have to, it was free tips

    Here my first try with the 4R4, me like it :P

    Last edited by akze; 08-09-12 at 06:24 PM.

  14. #44
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    Man, your work is amazing. You're giving me a ton of inspiration here.

  15. #45
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    Wow, that thing is frigging amazing! It's like a Micheal Bay remake of a Dalek!

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