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Old 03-10-2013, 01:33 PM   #16
gyarados
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To add full size with link, easily, just click on [insert hyperlink] then [.img]yourimgurl[/img] then enter in your image url in the second box. The full size image works for me with google chrome

Anyway, i really like the design especially around the stomach area, are you using panel loops? please explain.
Can you also explain how you did those wraps at the bottom of her legs please?

Also, her arms look a tad bit too long?

keep rocking.
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Old 03-10-2013, 02:56 PM   #17
Kanga
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Thanks gyarados!

Shorter arms:

Doncha just love zbrush for editing

Yes the clothing uses panels. They are derived from extracting meshes from the main figure. I am still just messing around with them and so far they are pretty nice.

The straps and wraps are done in 3dsmax. I just made a duplicate of the main figure and deleted the 2 lower sub divisions then GoZed the dupe to max. In max I made the figure transparent and used polydraw to place poly strips on the surface. Using the shell modifier it gives the strips depth and also encloses them which is something zbrush seems to like.

Before I start the character I always unify the base stub mesh in zbrush so I am sculpting on the best size and then GoZ the base back to 3dsmax till I have the export settings in zbrush matching my preferred size in max exactly. Once I have that I save out the document as a project, but export setting will stay put with a tool save as well.

Anyhow once the strips are drawn and shelled I Goz back to zbrush then activate my figure in the menu, append the new strips and sculpt them using backface masking. That's it really.

If you want fancy straps then the curve brushes will work magic. Since this is a quick block in it was just as fast to do little stuff like this in max.

Cheerio
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Old 03-10-2013, 05:27 PM   #18
ARTISTOC
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Yo Kanga

I think what u'r doing it's getting very nice
I luv Zbrush as well.
Cn't wait to see ur char all done.

Cheers.
Nat.
 
Old 03-10-2013, 10:56 PM   #19
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ARTISTOC, what a lovely thing to say,.. thankyou!

Cheers
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Old 03-11-2013, 12:18 AM   #20
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Very nice mashup, good work.
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Old 03-11-2013, 02:20 AM   #21
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Clever use of panels on the boots. I'm sure I would've tried something way more complicated for the same result.

Her neck looks really long. Is that on purpose?
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Old 03-11-2013, 02:29 AM   #22
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reedomatic01 thanks man!

WyattHarris thanks man, the boots are just block ins, I am trying to detail them atm. The neck looks too long but it may be it is too thin, will mess with it thanks!
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Old 03-15-2013, 12:28 AM   #23
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Looks good! The armpit, or rather the deltoid muscle there seems too prominent (shouldn't be there some fat?). The outer line of the knee looks a bit too prominent as well, maybe a bit softer would make it more natural. The clavicles near the neck seem a bit too elevated outward. The rest is very good, I like the general form you made.
 
Old 03-15-2013, 11:20 AM   #24
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Looking nice. Love the direction this is going in.
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Old 03-16-2013, 05:41 AM   #25
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Airflow thanks!
mister3d thanks. Pulled the inside knee in, not sure what you mean by the deltoid. Checked the clavs will check it again.

Just a small update on the boots, redid shorts and ab plate, new holsters, head lower. Now just the knives, gloves gun detail, belt and fastener details, texture and done
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Last edited by Kanga : 03-16-2013 at 06:06 AM.
 
Old 03-17-2013, 12:36 PM   #26
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I mean under knee there is some fat from both sides (it's well seen in Bammes and Goldfinger references). At the top of the knee it could be a bit closer to the ligament, as it's firmly connected there, so it sticks out a bit.
Under the deltoid I'm not sure if female can have such a strong shape definition, as it's close to the armpit. For men it's more pronounced indeed. Perhaps it should connect more as a line with the pectoralis major.
At the back it seems the bone is revealed too much (seems too big), I'd make it smaller, as the is female.
I like the rest, goes well! Surely I'm nitpicking and most people wouldn't notice it.
 
Old 03-17-2013, 01:25 PM   #27
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Thanks mister3d. No nit picking just great observations from you!

Will fix

Edit: Also it doesnt really matter if something is right or wrong just that it should look good. In this case that is pretty much all that is important.
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Last edited by Kanga : 03-17-2013 at 01:40 PM.
 
Old 03-18-2013, 07:43 PM   #28
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Quote:
Originally Posted by Kanga

Edit: Also it doesnt really matter if something is right or wrong just that it should look good. In this case that is pretty much all that is important.


I feel like you've got the right attitude about it.
Goes with the old saying, "Beauty is in the eye of the beholder."

In this case, "Art is in the eye of the beholder."

Looking nice!
 
Old 03-19-2013, 01:10 PM   #29
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Looking good.
 
Old 03-20-2013, 09:44 AM   #30
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The beeholder that can't be right?



Srry, had to share my misreading.

At work we used to always refer to that as the rule of cool, but there were always rational objectors who always claimed that "cool" could go too far. Don't think the anatomy on this is there though, stylized is always welcome

Those shoes are looking wicked. Those soles might be at the point though that they'd make it harder to be badass. Ever tried running across anything but grass in cleats? I feel awkward just thinking about it.

What do you have in mind for additional gear? those boots manage to break up the silhouette interestingly enough that they make a lot of the rest look like a decorated skinsuit. It'll probably look fine once she's posed and has those guns drawn.

Really looking good. Looking forward to seeing this textured
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Last edited by h2olt : 03-20-2013 at 10:53 AM.
 
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