Those are all in game characters from ‘kantai collection’
by DMM & Kadokawa games.
SD shimakaze Destroyer
Those are all in game characters from ‘kantai collection’
by DMM & Kadokawa games.
SD shimakaze Destroyer
This is my first attempt to make humanoid project (before, I had worked for years at Environment art field.)
so due to lack of my experience, I’d met many troublesome situation.
However, Zbrush had provided countless convenient tools for 3D modelers and It worked & helped me a LOT.
If these little tips could take someone’s headache away, I will really appreciate for that.
I’d used default 8head mannequin for base posing as reference. (in LightBox)
after applied pose with Tposemesh, just press Tpose>SubT.
It really works! (still there remains a little things that need some love or… adjust. however, It works just GREAT.)
hey im slightly confused about how you rigged the mannequin to your initial model. how did you do this exactly? Excellent work btw.
Hi Loxaraz thank you for reply.
I didn’t transfer Mannequin’s posture. It works just for the visual reference.
when I’d determined the pose with mannequin, I returned to my model and press the button ‘Tposemesh’ at plugin>TposeMaster.
TransPosemaster will make the low-level version of model for posing instantly.
When You’ve fixed posture with this low level division model (like reference mannequin), Press ‘Tpose>SubT’
Tposemaster will move all of your subtools in original model automatically. That’s it.
Very nice work! Especially for your attempt at a humanoid character!
Ok, thanks, that clears things up. I spent quite a bit of time trying to figure out how to rig or bind a mannequin to a mesh to no avail. The way I read the tutorial it seemed that you’d done this somehow. would be nice if there was some way to rig a mesh to a mannequin, they are made of zspheres… but I think the replaced parts make this difficult for zbrush to understand.