I’m working on a new model. Following the techniques that Zack Petroc outlines in his DVD from Gnomon, I began modeling this character this weekend. It’s about 8 hours of sculpting, I didn’t want to take it as far as Zack did, because I don’t want to waste too much time with unnecessary details, i.e veins, etc… I’ll do that after I redo the topology.
Anyway, I began with a very basic 3D model, which I did in Silo. Then I sculpted this with 4 sub-division levels in Zbrush, bringing the polycount to 55,000 polys, which is very light when compared to how I use to model. Now I will redo the topology, using Silo’s topology brush, then use Maya to conform the new topology to this sculpt. Once that is done, I’ll soften the muscles, if it’s not already soft, and add the superficial detail.
The head and hands will be redone in Silo, mainly because I find it easier to control the mesh in that app. So the head and hands on the current model are just stand in geometry.
Initial Zbrush Mesh. Slight Nudity.
You can see various other screenshots, plus wireframe renders on my site, here:
To see what I did at different sub-d levels, I did a .gif animation to show what changed at each stage.
http://homepage.mac.com/chadtheartist/.Pictures/kathlyn/wire.gif
And if you want to see a turntable of this, I made a small Divx video which you can download here:
Anyway, I’m pretty happy with the results. I did a test to see if the xyShrinkwrap.mel would work in Maya for Mac, and it works fine. I wish I would have known about that a long time ago. It’s really a neat script, and basically will allow you to sculpt in Zbrush, rebuild the topology, and not loose any of your sculpt. Neat stuff.
Chad