ZBrushCentral

Gothic Church Gargoyle - WIP and a question

Started the gothic church tutorial in 3D Creative.

Have done all the LW modelling…

[Church 10.jpg](javascript:zb_insimg(‘132742’,‘goth4.jpg’,1,0))

My question is, on the subject of retopology, the tutorial is light on info. I am finding already that there are parts of it that need more geomety compaired to other parts, so should I do the retop now, or when I’m finished.

Also, when you look at where the lower leg mets the upper leg, Not at the knee, but where the muscles touch, how do I retop that. Should I have a base mesh that goes over the join, or is there a way to retop it so that I have the correct geometery for the whole leg.

Hope these questions are clear.

Attachments

Garg1.jpg

Garg2.jpg

goth4.jpg

If you’re finding that parts of the model don’t have enough polygons compared to other parts, and you are at a point where you know what the topology will need to be then you might as well retopologize now.

Regarding the legs – a difference that makes no difference, IS no difference. In other words, since you’re not going to be animating the character there is no reason for the legs to ever be able to bend. So it makes no difference to the finished work if the upper and lower legs are connected or separate. Since doing them as basically one piece will be the easiest and quickest way to get to your finished goal, there’s really no reason to keep them separate.

are you asking if you should add geometry between the back of the thigh and the calf? like aurick said. youre not animating him so just make topology over that crease. and since youre not done modeling you might try local sub division until you finally know where you need more polygons and where you dont. but if you think youve got it. you can retopo it now.

Thanks both. I will go another leve and put in some more definition on the face, and the feet and then try retopologising it.

Thanks for the help.

On another note, is it possible to save during the retop process? or do you have to do it all in one go?

OK, answered that one myself.

Next question, is it possible to retop part of the mesh. So if I just wanted to add more geometry to the hands, feet and face for example?

More blocking of the arms (whick I redid) and the upper body including a little work on the face. Decided to do the face, and the feet before tackling the retopology

[Garg4.jpg](javascript:zb_insimg(‘132841’,‘Garg4.jpg’,1,0)).

artwork seams familiar… forgot the name

you should know it :sunglasses: :+1:

Dunno, its from a tutorial in 3D Creative. Don’t think it said who the artwork was by.

his name is Jesse Sandifer he has been involved in the 3dtotal community as well as speed sculpting for 3dcreative mag hope that sheds some light on the mystery…

http://www.zbrushcentral.com/zbc/showthread.php?t=61956

He has done this sculpt/tutorial as one part of a 6 part tutorial on modelling, texturing and lighting an image of a gothic church. Have to say, have learned a load from doing this model. Looking forward to finishing it.

Last night, I tested that I could get it out of ZB, along with workign displacement maps…seems to work fine although the texture amplitude (or whatever it’s called), seems a little hit and miss. Is there a sure fire way to know what to set it to in Lightwave?

[Church 11.jpg](javascript:zb_insimg(‘132887’,‘Church%2011.jpg’,1,0))