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3 Dimensional Chat / ZBrush Witch

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Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 8th Dec 2009 14:48
Another witch, mainly because quite a few of my games need witches.

This one will be rendered in 2D, and she has to be animated to dig a hole.



Quik
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Location: Equestria!
Posted: 8th Dec 2009 15:09
face looks to happy and nice to be a witch XD really cool, nicely detailed,


[Q]uik, Quiker than most
Pincho Paxton
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Posted: 8th Dec 2009 15:16 Edited at: 8th Dec 2009 15:17
Yeah, she's not a nasty witch, she's a entrepreneur witch. (Can't believe I spelled that right without the spell checker! )

Quik
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Posted: 8th Dec 2009 15:26
the stuff at her "sides" looks awful though hope u understand where i mean^^


[Q]uik, Quiker than most
Pincho Paxton
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Posted: 8th Dec 2009 15:30
Where I tried to put pockets? Yeah, I haven't really got the hang of ZBrush yet. I also can't stop it from pulling the inside faces to the outside. Do you know if there is a way to fix the inside faces easily. I have a few showing through.

Mazz426
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Location: Edinburgh
Posted: 8th Dec 2009 17:12 Edited at: 8th Dec 2009 17:12
torso is too large, stomach is to wide and add some more detail, right now she looks kinda bland

Pincho Paxton
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Posted: 8th Dec 2009 17:34 Edited at: 9th Dec 2009 02:42
Quote: "torso is too large, stomach is to wide and add some more detail, right now she looks kinda bland"


I add a lot of detail with the texture really. The buttons for example are only there to catch some light, then when I add some embossed buttons to the texture they will also catch a bit of light. The pocket flaps are the same, I just need a rough pocket, and then emboss flaps over it. The hat will have a ribbon, and buckle in the same way. If I do all of this in the model it will be very slow to render.

BenDstraw
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Joined: 21st Dec 2004
Location: Arizona
Posted: 9th Dec 2009 01:00 Edited at: 9th Dec 2009 01:02
Quote: "I also can't stop it from pulling the inside faces to the outside. Do you know if there is a way to fix the inside faces easily. I have a few showing through."


not sure what you mean by pulling inside faces but the standard brush pulls polygons towards the view while the inflat brush pulls according to the normals.
also you should make use of the smooth brush paticularly around the waist. If thats your pocket? i think its affecting the shape of the hip to much. when you work with the brushes you turn the z strength up and down to suit your needs. You should also use subtools for clothing and the body. it just helps with the shape of the clothing to use them as 2 seperate subtools. And dont worry about polycounts to much with subtools the inactive subtool is converted into pixols.

Quote: "This one will be rendered in 2D, and she has to be animated to dig a hole."

Unless your making a normal map I dont recomend animating a zbrush model especially not on its highest subdivision level

Just some advice keep up the good work and good luck


-Dreams of Art Mastery Brought Me Here-

Pincho Paxton
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Posted: 9th Dec 2009 02:42
Thanks for the tips. The model is only 55000 polys, which should be OK for animation into 2D. My last animation done this way was 37000 polys about 5 years ago with a slower computer.

Mazz426
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Location: Edinburgh
Posted: 9th Dec 2009 17:21
Quote: "If I do all of this in the model it will be very slow to render"


ahh theres your issue sorry for being so brusk its just i'm used to rendering with the setting 'best' in around, mabey 7 seconds, if you need a high quality render post it here and i'd be happy to do that

Pincho Paxton
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Posted: 9th Dec 2009 18:03 Edited at: 9th Dec 2009 18:07
Thanks! It has to be rendered in Anim8or for me to Animate it. Not sure how fast that is. It's only going to be a sprite anyway.

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