Still studying this withing zbrush. In this case, for the particular character i’m working on, the best to me is to work in this way as illustrated…maybe this helps - here is the test, i’m pretty satysfied, feedbacks are really welcome also to find new different approaches.
thanks Master
you are the number one
Thx you bro, i appreciate it a lot.
Well this is the last step for the process. The image of the lace above was 12 Ml polys,
the decimation plug ins help us for the final mesh, this is an example only 2 Ml poly (entirerly done in zbrush in 3d) ,
i think i can reduce it more but actually looks perfect to me.
Probably one can use decimation on the insert meshes to work with low resolution shapes
before completing it, probably is better…i’ll try next time.
Contributions on this process are welcome.
theres will always be a balancing act between using hi poly count meshes or transparency maps to get all that fine detail stuff. awesum work by the way.!
It indeed is!
yeah i agree, naturally in this case i wanted to control pure geometry to have proper shadows in rendering and a better sense of reality also because i’m for the illustration and not animation or video game related models. I’m trying also to retopologize the shapes obtained from alphas to have low poly meshes better than decimate them…will see. Hope for a 64bit version of zbrush in the next future…and maybe the possibility to Group subtools (like levels in Photoshop) to move and transform them simultaneously without merging them (this is the gift i’m expecting from pixologic)
Another test.
Hey Daniele, the lace looks awesome!
Cheers, David
You’ve got a very vivid imagination man, great work!
hey thx a lot for the comment, very appreciated
thx u David for comment and visiting, Always appreciated.
I have no more words, good job, really well done and very subtle
I would like to express myself better, but not mastered the English
thx you bro, now the difficult is to make a tunic…i’m becoming mad honestly ahah
Maybe you are interested in this direction, to enjoy the madness (the best state)
http://www.marvelousdesigner.com/
thx for the link, i knew that software, is very very cool but actually i still want to stay on one program to fully explore all the possibilities. A simple tunic is not difficult, the difficult is to make laces upon, see some Ghost B.C. images on google, the singer of this band has a tunic a bit complex to release…
You’re right one program unique is better
LVXIFER amazing cloth, you never cease to surprise me.
good work
thx you Freewaldo, for the last test i’ve used morph target and make difference to extract the lace obtained with alphas plus micromesh (converting BPR to geo) for the base. Finally decimate everything (except the micromesh). Pretty cool and easy. Now i have to do the entire cloth of the Ghost’s Singer (just for fun, but cool to test new things and make practise). Tomorrow i’ll go to the concert too so … :lol:
Base mesh of Papa Emeritus II / Ghost b.c. almost completed and clean, i had to:
a) retopologize the tunic so that i could create mesh extraction of some polygroups on the borders
to have the base for Laces (tested before)
b) pose the leather glove of the right hand properly around the sceptre
c) work on the cloths d) adding lots of minor details here and there
e) polypainting , adding material and final rendering.
C&C are welcome.
p.s. i’ve tested some of the processes mentioned before (see previous posting of this character)
Usually i do some renderings or add details before completing it just to see what to do on the
more complex parts or to see what works…
Attachments
just to see what i could do when completed , just playing in Photoshop