1. #46
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    Really nice work! I really enjoyed watching some of your videos yesterday! Your real-time set up videos were a real treat for me to look at!

    Thanks for taking the time to share with everyone!

    Peace - NickZ.

  2. #47
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    Leader of the crunch .

    Awesome/inspiring stuff mate.

    As always can't wait for more.

    -andrew

  3. #48
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    Great work!Thanks for sharing.

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    nice! thanks for sharing ...i would like to see more

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    Congratulations POINTPUSHER for a TOP ROW

  6. #51
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    Thumbs up amazing work

    Great work, absolutely amazing
    Also very good knowledge of 3d production tools

    Any one knows how to convert the UI that pointpusher created on windows to an osx compatible one? thx
    "I want to know God's thoughts... the rest are details..."Albert Einstein.

  7. #52
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    I LOVE the sculptor/armature piece.
    Man, that should be bronzed.
    not only is it beautiful but SOOOOOO true...at least on the toy and statue side of the digital sculpting biz

    This is all fantastic work and the videos are great

  8. #53
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    Legen ... wait for it ... dary !
    Francis-Xavier Martins
    Freelance Cg Artist

    ZSketchbook

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    Cghub

  9. #54

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    wow really awesome stuff you have here!!! .... I have a question. I just saw that you showed/rendered xour model in Marmoset Toolbag which is only awailable as PC version at the moment, but your cursor looked like an Mac cursor!? ... are you running MT in Crossover or something like this or is it just a windows theme?

    UPDATE: Just figured out, that Marmoset Toolbag is running just perfect with Crossover Mac!!!! It feels way smoother than with Parallels!
    Last edited by LetoAtrell; 12-02-10 at 02:11 PM.

  11. #56
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    lovley works Danny,congrats for top row
    --------------------------------------

    Mohammad Modarres

    Available for Freelance/Full time job.

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  12. #57
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    awesome work, it's always great seeing some insight into how other people are doing things. I especially like how you quickly block in major shapes and then use the cut tool to draw in lines like you're doing a 2D sketch, only to use those lines as helpers for laying in volume and whatnot.

    keep it up, i'll be watching this thread for sure!

  13. #58
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    Awesome

    Thanks for the Vids...Allows one to step back and kinda simplify the process.
    So many tools in this program; easy to not see the forest for the trees
    I'm not surprised by the reaction for MORE.

    Ya got me Inspired to look at Topogun again...I just Bucked up and learned the retopo tools in Z brush...that was pain, but worth it.
    However; if topogun is faster, it's worth the investment. I get bogged down in process sometimes and loose zeal....if i can keep on sculpting....I'm good.
    used to be that way for me with super sculpey.

    Anyway...

    ...Thanks again

  14. #59
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    this might sound stupid but I have a question. In all your videos you start from a shere that is not in the tool pallete. Is there a trik that Im missing here? waiting to see more videos from you...thanx

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    Default Thank you everyone!

    Wow! Thanks for all the kind comments every one. I'll try to upload some new videos this weekend for the latest character for sure. I'm totally honored by the top row, and thank you all for checking out the thread thus far.

    @ nassosa: In 4.0, in the light box, there is a polysphere Zbrush project. I just saved the sphere from that project as a Ztool.

    @ tyrellcorp: Yeah, I sped them up a lot, but if there's anything in there you see and want to ask about, inbox me, or leave a comment in the thread and I'll try my best to tell you what I did.

    @SpaceDragon: As I understand it, having separate subtools should speed things up a bit while working in ZB. I believe each subtool is allowed to be almost as many polys as your machine can handle. BUT, I still advise trying to establish as much of the shape at lower levels as possible. Maybe then you eont need the super high division levels as often? One other thing to consider is if you're using base meshes, trying to keep them as optimized as possible while retaining the base shape. Few polys at the low res = few faces to subdivide in the high.

    @Roger Eberhart: Admittatly, I'm not that great of a texture artist, so take what say with a grain of salt. Yeah, for crazy bump that's pretty much what I did in this case. Really, adjusting the settings of the different maps in crazy bump can give you some nice texture overlays.

    I believe the AO bake was from Xnormal. Usually I like Xnormal for AO bakes (super silky looking).

    @SadamHu Thanks for the advice! I will try this in the future for sure!

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