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Old 04-03-2008, 08:03 AM   #46
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Ammar Kadhim Gatea
Ankara, Turkey
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Wow,This is good topic..ok I prefer mix between box modeling method and poly by poly method This will make my work more easily,I start using box modeling then to add the details and to adjust the edgeloop to match the muscles I use poly by poly method . this make my adjustment more fixable
Old 04-08-2008, 04:17 PM   #47
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Chris Kautz
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I like to start with a box mesh, mostly its none too pretty, but that has even quads. Then toss it into a sculpt app. There I will retopologise it and displace it in my animation app.

Cheerio Chris
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Old 12-05-2008, 09:27 PM   #48
Arnab Roy
Mumbai, India
Join Date: Jun 2007
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Very nice topic
I use all possible methods while modeling my characters(which I generally do as a character artist).
1.I start with a boxy mesh and roughly model the proportion in Maya
2.Export the model to Zbrush and add features to it to bring the basic feel of the character
3.Draw loops on the character in Zbrush(with polypaint)
4.Export the loop paint as a texture,and apply it on maya.
5. Generate loops using NEX in maya and get the mid poly model.
6.Unwrap and re export to Zbrush
7.Finalize the model with details in Zbrush.

I will be posting my workflow as a tutorial very soon.
Old 12-05-2008, 09:27 PM   #49
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