First, let me say that this is a very interesting tool you have here. I am very impressed with the robust tool set you’ve come up with in such an early iteration of your product. Though I’ve only got access to the demo as of this moment, the new ZShperes modeling features look very interesting to me. One concern I have about the product however has come to me while I’ve watched Ken Brilliant’s scripts of the alien modeling.
I am very impressed with the sculptural talent I’ve seen in these demos, but as attractive as the appearance of the model is, I really find the topology of the model to be a problem. I’ve been studying facial modeling for the last year or so on the DSF (Spiraloid) and other websites. What the ZScripts have shown me so far is a total disregard for the concept of edge loops and control of the resulting mesh. From a 2D imaging perspective, this is not a problem. However, if I was to adapt these high res mesh objects for animation, I suspect that the lack of structural planning would be a hinderance.
I’ve looked at some of the early ZSpheres examples with facial elements, and these appear promising. For those of you out there with access to the full version of the tool, I’d like to ask a favor. If you are working on characters to animate in whatever application is your preferred, would you be willing to post some wireframes for me to examine, and perhaps share your ideas for a workflow that would get around this problem. I’m specifically interested to see how ZSpheres could attack the issue. Thanks for any information you can supply.
<font color="#949494" size=“1”> November 05, 2002 Message edited by: nimajneb </font>
<font color="#949494" size=“1”> November 05, 2002 Message edited by: nimajneb </font>