Sorry, I also wanted to show you the wire, does this look ok to you?
EDrake69, cool start!
The jaw doesn’t look funny to me, especially after seeing some templants made by Jason which defy my z-understanding regarding zspheres.
Maybe the jaw connection could be at the skull instead of the snout… just thinking about when it opens his mouth… anyway, keep on going
Elarcano is corect, move the mouth back to the head. You get a better result.
If you are going to have the long teeh, you might want to add them.
Looking fantastic.
Hello Jason,
Another toon.
I will paint it and add eyes…
CresusDigit
Coool! Watch the toes! Looks like you have some twisting, check everything before you go further.
So many of you are going to blow right past me soon!
Hi Jason, I was working on a character and I was having some problems with the feet. So I did some tests this is what I came up with. It’s intentionally as simple as I could make it with five poseable toes. Could you let me know if you have a better settup. Cheers:)
Hello Hami.
That’s pretty good. The only issue that I know of is if you wanted to share the ZTL, it can’t go between Windows and OS X Zbrush, due to longtime bug with XYZ coordinates. Other than that, looks great, seems to work as you have some poses. I don’t see a twisted ankle motion, so try that as well. Then do some modeling up to level 5 and do those poses all over and you will know for sure.
Great work.
The only reason I haven’t done more this way and I have done some foot/hand threads, is the issue where I’m always trying to ensure the results can go cross-platform - which means doiing it without altering XYZ information.
Repite. Sorry.
Hi Jason!
this is my first contribution to this thread. I know that this is not much, but I will continue testing.
I had very troubles with the feet and hands fingers.
i made a foot too. if anyone wants to download the foot i made here is the Zsphere [](javascript:zb_insimg(‘44681’,‘myZfoot.jpg’,1,0))
Nice work arlem and pixmaker, thank you for showing this thread is still relevant. I need to put some new stuff here soon, been busy on a couple things. Maybe I Atwooki will let me post a few of bits of the character we have been slapping around.
That would be great, Jason.
Hello folks,
Jason was kind enuff to respond to a thread I asked help on and since he had a very informative and large one going I figured I’d add this here where a lot of very experienced and knowledgeable folks might have something to pass along and since it follows with the thread I think. I’ve totally read the entire thread and though my head is spinning with all the data I think maybe as i re-read and continue working it will all start making sense.
I’m totally new to working in the 3D genre and applications, figure this program appeared to be a good place to start. Trying to gain insight on how to build models that can be used in other applications. So wanting to be sure the base model follows the necessary rules for that possibilities. Whats a good rule when trying to be sure that the polygons aren’t overlapping?
After I messed around with the xyzadjust script on the hands and feet they appear better but I still am just going off my gut instinct without any real concrete know how. I put the tool in the attachment if anyone wants to take a look point out things that I could/should be doing differently. I have yet to use any magnets, not sure if they translate over to other programs well or if I should just try to do without them. Also, if I try to add any zspheres to the current Head structure it becomes well totally deformed, is it adequate enuff to use as a base and to just sculpt the rest of the face geometry after I save morph and add the adaptive skin, adding the facial details as I work up the subdivisions?
Really enjoy this friendly and knowledgeable community, you guys are great!!
This looks like a dubble post, careful. If you want to have another thread, just give us a link to pop over.
We do welcome you here as we hope all the info will help everyone new and senior to the forum.
The best rule for overlapping polys is to look. Sorry, but it’s true, and you can always use the smooth tool to help sort it out. They are usually quite noticeable as you will see extra lines between them rather than nice clear square-ish shapes!
Keep us updated, starting well. Remeber to store the morph before doing any modeling.
Hi Jason,
Oops sorry about that will make sure next time to just post a link then. Again thx for the tips, this is a great thread. Will post a link when I get more done as I progress.
A little tribute to the foot above. This is a character based on a work in progress by Atwooki, so I won’t show the whole character that I duplicated in zspheres yet.
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OK, Atwooki said it’s OK to tickle this thread with my version of his sculpt. Redone completely as zsphere character and very quickly. Atwooki’s is way cooler, but a lot harder to do with zsphere’s but I’ll post that at a later date.
I had a totally surfer dude image in my head from the beginning and it really worked. Disagree with me at your own peril!!!
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Give him a horn jutting off at an odd angle from the front quarter of his head, make him a bit taller, and then give him lots of filth, disease, flies maggots and other general decay and you’ve got a perfect plague bearer.
Hahaha That is so cool!
You don’t see naked cyclops surfers that often nowadays
Sorry billrobertson42, no horn, he is horny enough. I have to finish his gal, she is a number, not a 10, but a number! Trust me, this fella stands pretty tall. He’s not a zombie! He’s got a gal, she doesn’t date just any low life surf bum!
elarcano, he’s a real man, loves to surf commando! His gal digs it, too!