1. #61
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    Ok, i decided to go back to dynamesh concepting to add some raw detailing.
    Then i'll remesh manually by retopology through zsphere technique so i can define hard surfaces.

    Umberto

  2. #62
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    Good work, im very proud of you

  3. #63
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    on the issue with those hands, you could delete one then dup the one you have, then freeze, then mirror then unfreeze
    too late im guessing

  4. #64
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    Thank you! I'm confused

    And yes... about that hand you came late. Anyway symmetry in ZB is somewhat weird...

    I'm working now on armour plates through zsphere topology tool... man! Is it really so complicated?
    Is it really necessary to switch to a zsphere, attach the original mesh to it, draw the topology, create the adaptive mesh then switch back to the original tool and import the result? I'm not complaining about drawing the topology (obviously) but all those switches lead me to confusion, at least at this initial phase! And how much tool in the tool palette, at a certain point you don't know which is which!

    Isn't it possible to work it all always into the same tool?

    Cheers!
    Umberto

  5. #65
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    Ok ok... take a deep breath and start.

    Well, it's less difficult than i tought. Working on chest now. Front on left, rear on right. Will refine the holes after.

    Umberto

  6. #66
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    Hey Umbertone!
    It's a surprise to meet you here
    Keep on with the good stuff!

  7. #67
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    Very nice on hard surface stuff.. Looks very clean!

  8. #68
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    @stefanobernardi: Ciao Stefano! Nice to meet you here at ZBC! Lots of good stuff on you gallery! (What do you use for texturing?) See you soon!

    @SolidSnakexxx: Thank you! I still need to get accustomed with the zsphere retopo, in fact there are some quirks that i hope to fix soon.
    Umberto

  9. #69
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    Ok, it's a pretty straightforward process. Only lots of patience needed.
    I painted orange the "hard surface" mesh to hilight over the dynamesh concept.

    And yes... UI customization does pay. Built a panel with deformation->rotate; mirror and weld; subdivision level; del lower + del higher; crease/uncrease.

    Now i'm in heaven (well, sort of)



  10. #70
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    Still working on it. Too bad i can dedicate only an hour a day to this project and i feel that hard surface modeling requires lot of time... Anyway, going on...

    Umberto

  11. #71
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    Ok, now for the hands (i was long waiting this moment)

    Umberto

  12. #72
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    So I just went through all five pages of this thread -- amazing perseverance on your part! Zbrush can be daunting. The most important thing is not to give up, even when you think your model looks terrible. It's the only way to get better, even if it hurts. So well done! I find threads like this inspiring.

    Also, the hard surface stuff looks amazing for a first attempt! You'll have to give me tips, I'm afraid to even try...

  13. #73
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    Thank you for you patience, nagulov!

    Well, yes, ZB is daunting the first time you face it... after the first approach it's simply strange

    Thank you about the perseverance, i really want to bring a project to the end with ZB to understand its mechanics. About the hard surface, it's not difficult, but it requires lot of patience (at least for me, perhaps i'm using the bad technique) and the most annoying part is creasing all the edges by polygrouping, selecting and dissecting the mesh. I hoped that the new creasing brush in 4R6 did the trick by painting the creasing directly over an existing edge but it doesn't look it works this way.

    Anyway, i feel more accustomed to hard surface than organic sculpting, mainly because my lacks of artistic/anatomical knowledge (i go into ZB in my spare time just to "relax", in my daily work i'm a programmer).

    By the way, i love your sculpting skills, seen your recent work.
    Umberto

  14. #74
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    Another little progression, finished hands and started detailing the holes...

    Umberto

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    looking great!

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