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December 6, 2012
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Views: 1,749 (7 today)
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:iconarta:
Just playing around with the new Toolbag Marmoset, a real-time rendering engine.
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:iconjgoogt:
GREAT MODEL!
I'm still fairly new at organic modelling (still trying to figure out how to do proper edge loops). What is your general workflow? Do you go on a 3D software (3ds max, maya) and construct the mesh, then go to Zbrush to sculpt, or do you switch between modelling and sculpting software often as you please?
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:iconarta:
Thank you! I used to switch back and forth between Maya or XSI and ZBrush. I'd make base meshes (or block in the character) in Maya/XSI then make the final sculpt in ZBrush. But now I just make everything from ZBrush. I start with Dynamesh to make my initial 3D sketch and once I'm happy with the sculpt, I break it down into pieces and retopologize them to make clean base for my final sculpt.
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:iconjgoogt:
Thanks for the answer!
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:iconarta:
You're welcome :)!
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:iconmapper:
excellent =)
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:iconarta:
Thank you!
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:iconbringmeasunkist:
~BringMeASunkist Dec 6, 2012  Student Digital Artist
You retained a huge level of detail through your normals, I'm very impressed. And this model takes me back to my comic book days.
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:iconarta:
Thank you :)!
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:iconradosbadger:
A very neat model! Compared to monsterology I like to see these high-polygon models more. ... A question out of interest: As a practical man I would point out she is inadequately protected for life-and-death battle. What is your, as a developer's, point of view?
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:iconarta:
Hahaha, yes she's not fully-protected but she's pretty nimble in the comics so I think she'll be fine in battle :P. There are many different versions of her in the comic and I was just following this version [link] with my own take on it.
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