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Old 9th April 2012, 08:57 PM   #91
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Cool. I'll take a look when I get home.
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Old 9th April 2012, 09:07 PM   #92
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Alternately.... Once the UV's are done. Expand Texture Map. Click "New from UV Map" You'll get this rainbow texture on your model and a thumbnail of it. Click on the thumbnail and select the checkerboard (texture03) or import one of your choosing. As long as the "texture on" button is clicked it will show in the model display. Click it off to get rid of it.
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Old 9th April 2012, 09:11 PM   #93
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cool. Thanks Bill
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Old 10th April 2012, 09:54 PM   #94
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More texturing tests
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Old 10th April 2012, 09:55 PM   #95
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I like the first one best.
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Old 10th April 2012, 10:38 PM   #96
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yeah the first one is best
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Old 11th April 2012, 02:23 AM   #97
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First one for me also. Are you planning to render this only in Zbrush, or will you be looking to taker our out and plonk her into a scene in LW?
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Old 11th April 2012, 04:07 AM   #98
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Have to add my voice to the chorus on this one, the 1st one definitely is my favorite between the two but a blend between the two but still favoring the look of #1 would probably be ideal IMHO.
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Old 11th April 2012, 07:33 AM   #99
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definitely the first one. Looks great!
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Old 11th April 2012, 08:36 AM   #100
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Don't forget the pigeons!
"No statue is safe tonight!" said in a Danny DeVito voice.
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Old 11th April 2012, 02:20 PM   #101
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Quote:
Originally Posted by JimCrafton View Post
definitely the first one. Looks great!
Quote:
Originally Posted by Afalk View Post
Have to add my voice to the chorus on this one, the 1st one definitely is my favorite between the two but a blend between the two but still favoring the look of #1 would probably be ideal IMHO.
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Originally Posted by colbs View Post
yeah the first one is best
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Originally Posted by Rigel View Post
I like the first one best.
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Originally Posted by Gordon Robb View Post
First one for me also. Are you planning to render this only in Zbrush, or will you be looking to taker our out and plonk her into a scene in LW?
Soooooooooooooo the first one it is.

Gordon, yes I intend to export to LW. But I may need to do some refining. The mesh is about 4.1 million polygons, and I still have never decimated a mesh in ZB, so that wil be my next step. Do you know, will I also need to export normal maps along with the UV maps?

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Don't forget the pigeons!
"No statue is safe tonight!" said in a Danny DeVito voice.
Well this is an inside statue, but if I can find some decent ref pics I might be able to do one with bird droppings....
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Old 11th April 2012, 02:29 PM   #102
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AFAIK you do NOT need to bother with normal maps if you're exporting to a renderer that can do true displacement. If this is not the case, or you chose not to use full displacements to save on memory, then yes, you will need normal maps. I think stuff for games almost always uses normal maps, whereas film quality stuff tends to use displacements.
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Old 11th April 2012, 06:15 PM   #103
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Nice marble texture, discoloration of the first one is the best, you may also want to give it a very faint Roughness / due to natural wear and tear as marble is very porous
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Old 12th April 2012, 02:25 AM   #104
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T: you have a lot of choices. Decimation master will do a great job of reducing your 4.1 million. I wouldn't be surprised if you got it down to less than 200K with no discernible loss of detail. Otherwise, your talking about re-topologising it (unless you still have a good base mesh in there somewhere). If you have a good base mesh, the normal approach (for speed of render, and overall look) would be to export the low poly, displacement maps to mid level, and normal maps for finer detail.

I would try decimation master first (save your hi poly copy though )
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Old 12th April 2012, 12:23 PM   #105
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Quote:
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T: you have a lot of choices. Decimation master will do a great job of reducing your 4.1 million. I wouldn't be surprised if you got it down to less than 200K with no discernible loss of detail. Otherwise, your talking about re-topologising it (unless you still have a good base mesh in there somewhere). If you have a good base mesh, the normal approach (for speed of render, and overall look) would be to export the low poly, displacement maps to mid level, and normal maps for finer detail.

I would try decimation master first (save your hi poly copy though )
Thanks for the tips. I might not have anymore updates until the weekend. Trying to study ofr my Japanese classes.
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Old 17th April 2012, 11:39 AM   #106
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Quote:
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... Well this is an inside statue, but if I can find some decent ref pics I might be able to do one with bird droppings....
No... You must do De Vitto as Penguin!!!!
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Old 17th April 2012, 03:38 PM   #107
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Quote:
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No... You must do De Vitto as Penguin!!!!
I'll put it on my to do list.... which has grown quite long at the moment....
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Old 14th August 2012, 12:51 AM   #108
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Been so busy with commission work that I've let personal projects slide... including learning z-brush, so I took a few hours tonight to just play... This is what I came up with.
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Old 14th August 2012, 01:11 AM   #109
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Skulltastic!
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Old 14th August 2012, 01:11 AM   #110
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If that's just playing, I look forward with great anticiation to seeing you get serious!
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Old 14th August 2012, 05:16 AM   #111
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Quote:
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If that's just playing, I look forward with great anticiation to seeing you get serious!
DItto.
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Old 14th August 2012, 06:46 AM   #112
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Cool! Since you're an Alien fan, here's a thought - take the skull and forward(reverse?) engineer something like the Xeno or the Deacon, or better yet, something newer and even more fantastic! Just imagine it's been dipped like a nacho in magic black goo!
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Old 14th August 2012, 05:16 PM   #113
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Quote:
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If that's just playing, I look forward with great anticiation to seeing you get serious!
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DItto.
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Skulltastic!
Thanks. With Dynamesh it was easier than I thought it would be.

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Cool! Since you're an Alien fan, here's a thought - take the skull and forward(reverse?) engineer something like the Xeno or the Deacon, or better yet, something newer and even more fantastic! Just imagine it's been dipped like a nacho in magic black goo!
Oooo. Must try something tonight.
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Old 18th August 2012, 05:31 PM   #114
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Another morning spent playing around. About 2 1/2 hours. The only thing not hand sculpted was the ears... used the ear brush.

Going for the nubian look. The back of the head has some clay build-up I was going to use for an afro or dreads but not sure which.
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Old 19th August 2012, 01:29 AM   #115
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Looks great love around the eyes. Not convinced by the join between the obicularis oris and the cheek area, but aside from that, looks great to me.
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Old 19th August 2012, 08:42 AM   #116
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Cool, like Gordon, I like the eyes, from the nose up looks good to me. The chin area seems a little weak(?), unfortunately I don't quite know how to explain it, maybe Gordon or Woody would know more?
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Old 21st August 2012, 03:35 AM   #117
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Beautiful work on this thread, you really have a talent for sculpture. Modelling a head is no easy task especially one with personality.
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Old 21st August 2012, 05:31 AM   #118
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Fun stuff Sean! Looks like everything is in the right spot. I agree that the maxilla portion of the face looks too concave. Also, work on the ears some if the mood strikes you. They actually make a good study and will improve your skills if you can sculpt a good set of ears.
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Old 22nd August 2012, 04:40 PM   #119
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Thanks for the votes of confidence... ZBrush is definitely a powerful tool... I just need more experience with it. Oh where does the time go....
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Old 22nd August 2012, 06:28 PM   #120
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Down the ZBrush rabbit hole...
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