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Posted (edited)

I finally got my grasp on slender long curved ribs. The Modeling room is indispensable for it. There were some struggles but I finally mastered the Modelling Room more or less to get what I wanted, which was to lay down a mesh with Quads and Points to Polygons, then  do a Smart Extrude and then a R-Fill to make it fully solid. Check the form you've set up in the Polygon Tree as well as a matching layer in the Sculpt Tree. Transfer tat form from the Sculpt Tree to the Sculpt Models. Then take that new form to the Sculpt Room  to turn that polygonal shape into voxels there.  Rework the voxels and then the same piece in surface with a light touch since it won't take much to just collapse or mess it up. Boost that polygon count to at least 50-70,000. 

The pelvis was lots of testing and wrestling. It's still not finished actually. Just throwing the 3D Coat kitchen sink at it.

Aside from the ribs the long bones are the most difficult. They're not simple sticks though if you were just building an animation structure who cares? But if you're trying to find some authenticity then they're very subtle things with ridges, hard and soft and swelling swaying structures

 

 

 

monday night.3b.jpg

spine_recovered_autosave.3b.jpg

build.JPG

Scapula_Fin_009_autosave.3b.jpg

 

cap 2.JPG

 

The Render Room has gotten better....

render.JPG

test render.JPG

 

testrenderrear.thumb.JPG.ed8ada70e0b706af23acbe8054d68cc3.JPG

Edited by L'Ancien Regime
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