Thanks for all the comments. Soon enough I’ll be able to show images of the entire piece, as well as the practical output. This figure is just one piece of the narrative so I should probably wait to talk about the design decisions until you can see it in context. This is the Froad pilot.
CrossBones- you can still re-apply the maps to a posed character, but for me the new posing functionality in ZB3 is a faster, more creative way to reach that goal. I end up going back to Maya on a much less frequent basis to make adjustments. Now that I’ve gotten a little more comfortable with the ZB3 posing I only go back to Maya to “snap” points.
Feureau-The plate in front of the character will be made of a clear shielding material
-The next DVD will be ZBrush Centric in the same way that my Human Anatomy DVD was. I’ll have a more extensive intro section covering the new ZB3 features, fifteen to twenty minutes, but the rest of the content will focus on using the tool to further your design as apposed to an overview of how to use the tool.
Zmith-I still start by creating my base meshes in Maya. The one difference being that I can start even lower now, sometimes just with primitive cubes. This allows me to make sure I have proper scale relative to all my other creations and pipeline if my sculpt needs to fit back into production. As you know, every pipeline is different. The teams I work with render in all different software and I never know when scale is going to screw me. I’ve also been working on combining characters and environments in ZB lately so I need to make sure they are all relative.
-I still start with low levels and get as much detail as possible before I step up.
-This next version of ZB also has some great potential for creating hard-edge concept sculpts. I was surprised at the amount of controlled detail I was able to achieve. The DVD covers a lot of that, but I’ll also be posting demos and vids on my new web site to demonstrate.
Hope this answered everything, if not please let me know.