So how did you achieve the hard surfaces in this? Extracting the meshes then decimating? When I extract a surface then "re-mesh" is softens the polys too much. I don't even know where "decimate" is located.
yes, exactly.. that's all I did actually.. but it hurt my machine a bit because most of my extractions needed to be huge poly counts to hold their shape. I did eventually get around to decimating my mesh, and it runs a little easier now, but it still bogs down my machine a little.. i need to get back to this character at some point and do a low res and texture pass. The Decimation Master is located in the Z-Plugins tab at the top of your screen. If it is not there, you can download it for free from Zbrush Central. I actually have a better work flow that I use now for hard-surface stuff for Zbrush.. Since my machine is lower end, I have to base mesh everything.. it sucks to have to work between 2 applications, but I have to do what I have to do. Stay tuned for some tutorials about this. The tutorial has been explained a bit from other people, but I'll put in my two cents in the pot as well.. Keep an eye out..
This is awesome. I really dig the rock-steady appearance he has. Looks like a force to be reckoned with. I can definitely see the Mike Jensen influence The only thing that I would change thus far (and this is totally just me, and it's such a small thing) would be the screws (or bolts details) of the inside shoulder joints. They just look like bumps in the metal where everywhere else you have used a cool screw alpha to create that detail. But once again, that's just me. Looks great! I love the silhouette.
thanks very much.. and point taken.. the shoulder bolts were just stamps and I had just figured out how to create them from one of the recent Eat3D hard-surface sculpting vids.. eh.. ya live and learn.. thanks very much tho .. I'm learning to be more efficient with my meshes in Zbrush these days.. and dynamesh has made so many things more easy--- next time will be easier.. much appreciated w/ the crits
Hey nice work.. I'm curious about something though, i just finished uni and i spent 2 out of 3 years learning Maya and low-poly modeling, but have been now hearing a seeing a lot of ZBrush. Wherever it is that your studying, are they saying that poly-count, clean mesh and topolgy still matter?
When I extract a surface then "re-mesh" is softens the polys too much.
I don't even know where "decimate" is located.