Advanced Member stevecullum Posted November 22, 2012 Advanced Member Report Share Posted November 22, 2012 This is my first serious try at sculpting a creature. I've made past attempt, but gave up before finishing as they looked terrible. This time I thought I would see things through and I'm happy enough at this point. My limited anatomy knowledge is hindering things though - some parts I know look a bit wrong, but I'm not 100% sure how to fix them. So feel free to point out any obvious errors! 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 23, 2012 Report Share Posted November 23, 2012 Nice ! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 23, 2012 Advanced Member Report Share Posted November 23, 2012 Cool! Hard to give advices for a creature that is a 100% out of your imagination. You could make it more dynamic by changing the legs size; rear and forward legs are quite the same thickness and shape, so it doesn't look like a creature build to run fast. Most of the 4 legged animals have their rear legs more big, and the forward legs thinner. But still this is true for animal on planet earth... May be. Quote Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted November 23, 2012 Author Advanced Member Report Share Posted November 23, 2012 Hey thanks. I think as my creature is grounded in reality (4 legs, head and tail) I think the legs should also conform to nature also. Not tried major structural changes after detailing before - whats the best way to make those alterations without loosing too much detail? Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 23, 2012 Advanced Member Report Share Posted November 23, 2012 Stevecullum, you've got the pose tool wich is good to scale down or up, rotate or translate model parts. I don't think you will lose detail using it. But if you've got, lets say a X6 o 8 defined model, the operation may be very slow. What you can do is downgrade your model, scale what you need to, then bring back the details. Check the third icon on your vox tree layer; you've got an eye icon, then a box icon, the following one is used to downgrade --> Put your mouse pointer on it to get details about it. Good luck! Quote Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted November 23, 2012 Author Advanced Member Report Share Posted November 23, 2012 Many Thanks - I think I'll go with the downgrade option, as the model is up 8,000,000 polys, which sound like it could be a bit slow using the pose at the current level! Quote Link to comment Share on other sites More sharing options...
Member Psionic Posted November 25, 2012 Member Report Share Posted November 25, 2012 You could always 'Resample' it down to about 1-2 million polys, that would keep detail and allow you work faster with it. Quote Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted November 25, 2012 Author Advanced Member Report Share Posted November 25, 2012 Yeah the re-sample tool is great - its now 1.7 million polys and very little loss in details. I've moved on to re topology now. On paper, this should be easy - but actually I find it quite tricky. I think it's because the basic geometry I would normally start with - a subdivided cube and other such primitives are missing. Things like legs would be easier if there was a tube to start with, that could be put in place and then snapped to the voxels. I did try the auto-retopo and at fist sign, it seems to create a nice result, but on closer inspection, I kept getting an issue with the legs where the polys flow around like a corkscrew rather than even cylinders. I think I need a slightly different approach for next time, but for now I guess it's a poly at a time! Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted November 25, 2012 Contributor Report Share Posted November 25, 2012 "for now I guess it's a poly at a time!" For your legs, use the Stroke tool and adjust the number of segments (default is twelve). You can use it for the torso as well of course. It's easy to add other polys by using the Split Ring tool. The "one poly at a time" can be reserved for those areas that will be deformed or that require more detailed attention. Quote Link to comment Share on other sites More sharing options...
Advanced Member stevecullum Posted November 25, 2012 Author Advanced Member Report Share Posted November 25, 2012 Thanks - I've been discovering the stroke tool is quite good for sketching out areas for quads too. Didn't know you could create a full cylinder in one go though - useful thing to know! Quote Link to comment Share on other sites More sharing options...
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