1. #16
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    Hey Stefano

    Great stuff. Thank you for putting this up.

    Paul

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    Thanks for the tutorial.

  3. #18
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    You are welcome Droma
    Stefano Dubay
    Character Artist

    www.stefanodubay.com
    stefanodubay@gmail.com

  4. #19
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    That's a nice tutorial. A shame more people haven't noticed it yet.
    -Scott
    Formerly Known As Bingo Jackson

  5. #20
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    Default Thank you!

    I love threads like this, that companion of Nurgle totally reminds me of why I chose ZBrush.

    I, as a teenager, used to love painting Warhammer 40k minis, but didn't play the games much. I got into it when I saw a friends White Dwarf mag and saw a painted Great Unclean One, and was fascinated.

    When (some many years later) I saw a ZBrush demo that would let you paint directly onto 3D models, I was so blown away! Not only could you create your own models, but paint them like minis!! So I coughed up the money and got a ZB license.

    Recently I have been so busy, and suffered many distractions, as a result I have done little with Z, or any art for that matter. But your Nurgle model has just given me the inspiration and a proverbial kick up the ass I need to get back into this.

    So thank you for sharing!

    And thanks for the last tutorial too, it was kind of you to make the effort, it's going to come in really handy!

  6. #21
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    WOW...Stefano...Thank You so much for taking the time to put together such great tutorials...The last one Gesture Sculpting is perfect for what i'm doing, and the way I work and sculpt..Can't thank you enough for it..has already and will answer alot of what I was wondering about as I lean more about all of these great new features of ZBRUSH...
    Maybe you can help me out here...Is there a way to attach and use the hand model that is in the mannequin section in ZBRUSH in conjuction with the Dynamesh figure gesture system that you did in the tutorial posted at the bottom of the previous page in here..Would be great to be able to move the fingers around for different hand gestures once the hand was attached to the arm of the figure, without having to resculpt the hand from scratch each time the hand gesture is modified and repositioned.
    There is probably some easy solution steering me right in the face, but so far, it has elluded me.
    Anyway,...Thanks again for the Great tutorials..Very Much Appreciated..
    Last edited by SpiritDreamer; 10-31-11 at 10:44 AM.

  7. #22
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    Hi Stefano,

    Thanks for posting this.


    At what point to you switch out of dynamesh to add high resolution details and textures? I love the advantages of dynamesh but I do miss being able to go back and forth between very high and very low poly subdivisions.

    Thanks,
    Barbara

  8. #23
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    hello all, thanks for the kind words
    @dustBin : hey that's awesome! it's more or less my same experience painting and painting demons and chaos minions but being so picky that it took forever and never had enough! heh, it was gr8 to be a teen in the early 90's, D&D Warhammer and Black Metal, pretty awesome!

    @spyndel: as long as you enjoyed it and found it useful i'm happy this method will come up soon elsewhere!

    @SpiritDreamer : well I wouldn't personally use the mannequin rig here, I would use transpose and get it done that way. stitching and unstitching things is quite handy and easy and using the alternate smooth (Hit SHIFT+LMB then WHILE smoothing release shift and it becomes volume preserving relax rather than the standard smooth) I cut pieces to preserve volume across the model but gestural hands can also DEFINITELY be recycled across models. One of the huge advantages of dyna is being able to easily cannibalize other models so most anything that I do right now is I resource I'll use later! Don't be shy about it, it might not be the most honorable way but if I manage to push 10 models instead of 2 in my spare time I call it worthy.

    @barabara: dynamesh makes you resolution independent up to a point. I use the bare lowest resolution I can manage that preserves thin or crowded elements as fingers for example. I rose the resolution from 40 to 88 in that model just to keep the fingers and then I subdivd it one time to smooth it. you can also drop the resolution on a model that's high res without subdivs and unreconstructable. Here you want to introduce subdivisions by smoothing it once or twice (not needed for the added res but just to get the division levels) then freeze transform it and recover the original details on a lower res model within the subdivision levels you created.

    hope it helped
    ciao and thanks again
    s
    Stefano Dubay
    Character Artist

    www.stefanodubay.com
    stefanodubay@gmail.com

  9. #24
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    Thank you. Stefano, that's very helpul- I've been using much higher resolution- your way sounds better!


    Barbara

  10. #25
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    Thumbs up

    fantastic tutorial, I hope you create others about dynamesh uses!

    many many thanks

    u

  11. #26
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    yes, wait next week I'll have a bunch of stuff I made while practicing for my speech at CTN posted (BTW if anyone is in burbank stop by!)
    new experimentations!
    Stefano Dubay
    Character Artist

    www.stefanodubay.com
    stefanodubay@gmail.com

  12. #27
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    Quote Originally Posted by Stefano Dubay View Post
    yes, wait next week I'll have a bunch of stuff I made while practicing for my speech at CTN posted (BTW if anyone is in burbank stop by!)
    new experimentations!
    ohhh I'm looking forward to more then!

    cheers!

  13. #28
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    Good news! Can't wait!

  14. #29
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    great tut and presentation !!
    " crits n comments always welcome ! "

    " im not half as dumb as i think you look !! "



  15. #30
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    Great tute, Well done and very helpful. Dynamesh looks awesome.

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