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Venus faun and a fish


michalis
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I can smell the beeswax :)

Great render. Isn't the upper lip,

a little too big? Or is it the shot angle?

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lol, thanks, fixed already. I don't trust zb renderer though. I haven't export it to blender yet. Easy to do as it has UVs and retopo already.

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...or just about ready to dive off the high board.

Oh, this is the scene, watch out, a scene from last summer. lol

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ha ha , thanks. Its an inspiration, coming from caryatids and kouros statues LOL. But the real boy was really fat and funny.

The arms and back now, I'll start dividing to parts. Its a single mesh now. I can't sculpt in separate layers when the concept is my concern.

Waiting for a mac 64 bit support, a wish. Now I practically have a limit of 3-4 M. I can go for 8M but with this performance I prefer to to transfer the whole project to zb. Its a pity because I find 3DC more 'natural' as behavior.

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The arms and back now, I'll start dividing to parts. Its a single mesh now. I can't sculpt in separate layers when the concept is my concern.

Waiting for a mac 64 bit support, a wish. Now I practically have a limit of 3-4 M. I can go for 8M but with this performance I prefer to to transfer the whole project to zb. Its a pity because I find 3DC more 'natural' as behavior.

If you have no intention to animate, is there any need to divide the mesh? :huh:

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If you have no intention to animate, is there any need to divide the mesh?

Not really, to set up a pose is similar to animation though.

Similar with re-topology. Why to use it if a static model is the case? Because zbrush and other surface sculpt tools love re-topology.

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OK arms are divided now, I can go for details. I also increased resolution, the new engine for volume tools is excellent. Performance on macs now over 100fps, wow. (5M)

I never tried to retopo using divided meshes, any advices?

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So how should I continue? A quick test r-topo UV bake shows seams as expected. Do I have to merge all parts before baking?

Thanks Rich_art, posting same time.

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yes you should merge all body parts together and keep cloth on other layer to get a beter normal map

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Early days yet, but the boys face has far too much definition for a child. I know you are aware of this but I wished to contribute in order to enhance the educational benefit of this thread. ;)

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yeah, thanks, cloth is on other layer now. Haven't work on face yet. I don't have a realistic sculpture in mind though, we'll see.

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Thanks Garagarape, lol, japanese art is always favorite to me. Where should I start? From older masters to Hokusai to Kurosawa to Miyazaki and ... difficult for me to explain here.

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Zbrush, imported as multi-res, ready for more details and setting poses.

BTW, I tested all the difficult parts of this workflow. New 3dc mac build works perfectly, I didn't experienced memory leaks, it didn't slow down (left it for 1 hour without doing anything), retopo tools were working smoothly, even in difficult parts (fingers)

And a tip directly from Andrew, when some strange behavior of sculpt tools is starting (smooth tool), create a fresh, same density copy of the layer and move the volume there. :brush:

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OK some small improvement. But when coming to zbrush the whole project starts to be boring. All these details... I have to do. I tested some sss for old painting style. These warm transparent sub tones these masters using to work over with thicker painting, you know

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Opaque highlights and transparent shadows (old masters)? If the figure were not of one color, the flesh would look more natural. The kid's expression is of intense concentration. :good:

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Tony Nemo, thanks and you're right, here a five min painting test and use of fresnel effect as sss. It seems more close to rubens colors. Final renders will be in blender and hair particles of course.

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Nice update.

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Just for fun, a two hours 3dc sketch, an old friend here from 1981, do you remember him? :)

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