ZBrushCentral

The Torcher

nice work, but is their any zbrushing at all used here?

ok thanks for reply :),

maybe you can help me some time? :slight_smile:

msn: [email protected]

Workin again

Plakkie - Yup, gonna Z for all the damage and texturing

PoisenSoul - Not any yet. Will be for the game model

Marshall2006 - Sure

Small update.
Body07.jpg

Amazing model!!!:+1: :+1: :+1:

At last you`ve got the bum and thighs in place. Looking through the thread from the start was a bit like watching a game of picture consequences. I half expected the last bit of the puzzle to be a ballet dress! :smiley:

Super modelling.

R

Forgot to say: I`m guessing that the under armour is a kind of neoprene rubber, like diving suit material. Otherwise you might need to rethink the elbow joint.

What game will this be for?

I’m so disheartend that you didn’t sit down and completely conceptualize the character before creating it in Max. That’s ok though, I’m guilty of the same thing. It’s just so hard to pace yourself when you’ve got all these great ideas floating around in you head. I must say, though, that is the sexiest render I have seen in my entire life. Are you using HDR lighting for it?

Ah! I wondered when something was going to show up of the Torcher! Well, he had a complete body now, he must be happy. :smiley:
Guess there will be armour and a belt or something on that middle section? And then ofcourse the weapons!! :eek:

This is turning out to be a very interesting model indeed. I am familiar with Epic’s workflow and have tested polycruncher myself in 3ds max and it is very good. What I would like to know is are you going to re-model a lower poly version over the crunched model and then take both into zbrush to generate a normal map (would that work?) Or are you going to generate the normal map in 3ds max? Also how many uv maps do you plan to have?