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Anatomypunk

Daniel Biggers: When my skeleton is at the lowest subdivision level it is 71k polys. I usually never go higher than that when posing the skeleton. The muscular system has about 620k polys at the lowest subdivision levels. All subtools have 4-5 subdivision levels (sort of irrelevant in my case since I do not have any micro details). Only time I use highest subdivision level on the skeleton and muscles is when I render.

Two things that have really helped me regarding the memory limit is:

  1. Zremesher is your best friend! Keep your lowest subdivision level as low as possible and as clean as possible.
  2. Whenever you do an operation that you think might crash the program, hit the “Compact now”-buttion (Preferences->Mem->Compact Now). It helps a lot :slight_smile:

tyrellcorp: No secret, I am just very organized with my subtools and polygroups. It might look tricky because of all the parts but it is actually a whole lot simpler than trying to use the transpose tool on skin (with bone I do not have to worry about issues like twisting the skin etc).
The muscles are the most difficult to work with (mostly because many of them are grouped into the same subtool). But now I found the spiral-brush, so made my life easier :slight_smile:
So, only transpose tool (move and rotate) and Spiral-brush.
Thanks :slight_smile:

:slight_smile: Some new images:

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Congratulations for the top row!!! More than deserved!!! Keep up the great work.

Great work!

Thanks for the tip on the spiral brush, super cool brush I have never used :slight_smile:

Ruso: Thanks Gil! I appreciate your words :slight_smile:

Mikademius: Thank you :slight_smile: Yes, the spiral brush is cool, pure magic. Sooo time consuming doing the same effect by hand!

I love these sculpts man, fantastic work.

Currently doing lots of anatomy sculpts aswell.

Thank you for the info. My mesh is just under 16 mil just for the skeleton at the highest res, and thats before splitting the skull.
I don’t know off the top what it is at the lowest, but I know its a much higher count than yours. I am also trying to reduce the polys some so I can use it in another program for animation.
I haven’t used Zbrush r7 yet but I know there is an update to zremesher so hopefully it will come out with cleaner topology. Anything to help speed up this poly reduction process. I am not a fan of spending art time reducing polys, but its better than doing those old UV maps and fixing seams.
I should also probably start using the zrmesher guides more too probably. I cant remember if you said this before but do you do all your work in Zbrush…at least for this project anyways?

cjacobs1021: Thank you :slight_smile: I appreciate it! Make sure you post your anatomy sculpts, would love to see them!

Daniel Biggers: First off, sorry for being so slow getting back to you, very rude of me :slight_smile:
I have done skeleton models for animation (movie), though it was a dinosaur skeleton but the idea is the same. ZRemesher was fine for that (and that was in a professional environment). I used to think that Subdivision levels and a really low poly count was only a compromise for not having enough computer power, but I was very wrong. A model with low poly count can force you into dealing with the more important things at an early stage, like the big general shape and gesture. The fact that a low poly subDiv is easy on your system is just a bonus.
The écorché model in this thread is 100% Zbrush and can work with it on a dual core laptop even (at the moment I have quadcore, but I started it on a dual core).
No need for guides when using ZRemesher, the One-button-click will be enough. One thing to keep an eye on is the consistency of the density of the polygons at the low poly subDiv across the model. It can be visually annoying if the lowest subDiv level looks very different from bone to bone.

One last thing, your skeleton is really good and I would really recommend putting muscles on even at this stage. The reason for this is that there are no accidents on a skeleton, all bumps on it are there for a reason. So when you attach muscles to it then you might realise that you are missing a bump or some landmark on your skeleton and then you can easily add itt (and improve it). Keeping it flexible is the key in my opinion.

Hope it helps :slight_smile: Again, you are doing awesome work Daniel!

Skulls!

Thank you Alexander. I have been busy so I just had time to read your post now. Perfect timing. Thank you.

The more I think of it I don’t really need to worry about topology, just the poly count. Since the bones themselves will not bend just the joint articulation would create the movement of flexion/extension etc. Silly me.
The only exception I can think of would be the skull if I was to deform it, like the eye sockets with a face rig if I decided to do a talking skeleton with animated facial/skull expressions, which I have no plans of at this moment. :slight_smile:
Thank you again for the compliment, once I get some time I’ll get back on the project. Hopefully this week.

The new 64 bit update is amazing! I can’t remember the last time I got so happy, probably on christmas when being 6 years old :slight_smile:

These slices are the same ones I used in the anatomy app (Écorché assistant). I wanted to do this before though it was a bit difficult to do when on the 32-bit version. But now I did them all in one go (without using the Compact men-button even once!) and used the Keyshot bridge to bring them straight into the render. Would have taken me at least 30 minutes extra before :slight_smile:
Thanks for watching :slight_smile:

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thanks a lot dude. i am glad you like it. i am currently trying to find time for sculpting queen bavmorda and hopefully also matmardigan.
i really like the new addition to your ecorche models. great stuff.

-r

Alright now that you’ve cut it, its time to start poly painting all the muscle fibers in those slices. :slight_smile: hahaha

Did you have any issues loading your model in? I can load my model in fine to r7 32bit but 64bit gives me the sound of an error without showing an error and then freezes. It doesn’t seem to like the model even if I bring it in separate pieces? I have the model down to 7 mil and I cant figure out why it works quickly in 32 and not at all in 64.

rasmusW: Hehe I would love to see the queensculpt! Hmm now I know what movie to watch tonight :slight_smile:
Thank you, I’m glad you like the work :slight_smile:

Daniel Biggers: Hehe yes, time for polypainting I guess. I have no excuses anymore, now with the 64 bit available :smiley: About the import into the 64 bit version, I’ve had no issues with the import actually, it has worked fine all the way for me. It could be something with your hardware. In the past, when I used a PC while on Zbrush 4.0 (I am now on a Macbook pro 2012) I used to get crashes. It turned out to be one of my memory chips that was damaged, but it only happended when I was running memory intensive programs. Just a thought :slight_smile: You could send a question to the Pixologic support, they have been very helpful with technical issues I’ve had in the past.

Alexander

I submitted a ticket. I think its having issues with my dynamesh pieces.
Thank you for your answer, I don’t want to cause your thread to get sidetracked so Ill try
to PM you for these type of questions. Since the new version came out it seems like the world has questions,
and I can see how this could consume any thread. I’m sorry in advance if someone tries to follow up my question.
If someone else has information about this you can PM me personally, but please do not do it in this thread.

BTW have fun polypainting!

Some new écorché studies :slight_smile: These were a lot more tricky to do than the previous ones, almost killed my computer (though the 64 bit version did save me:) ).

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You’re awesome! I wonder how long does the study take?

Stunning work my friend. :+1:

Very impressive poses but I think you’re trying to distract us from your polypainting task. jj Very nice work, they show a lot of details not previously shown by others.
At least I have not seen anything like this done as well as you have on this study.

nebular: Very kind words my friend, thank you :slight_smile: The studies take anywhere from 2 hours to forever depending on the complexity of the pose and the amount of parts.

lashkoalex: Thank you, I appreciate it :slight_smile:

Daniel Biggers: Thank you Daniel, I’m glad you like it :slight_smile: Haha, about the polypainting, you might be right :wink: I was invited to to the IFCC festival (http://ifcc-croatia.com) to present my app and to do a demo when doing these studies, so need some practice before moving on to polypainting them :slight_smile: But I’ll get there some day :slight_smile:

Here is a new one, more views coming soon :slight_smile:

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And a big “thank you” to those who come and check out this thread, I appreciate the support :slight_smile: