Hrm…
[b]I learned:
[/b]
[ul]
[li]that zbrush models with more than 10 or so subtools can get tedious reeeeeally fast (which translates to = Subtool Master is very helpful sometimes).[/li][li]that modeling and sculpting bandages is a giant pain in the ass![/li][li]that if you have a model with lots of subtools, it’s probably a good idea to try and break each and every one of them before sinking time into a sculpt that you may have to throw away later.[/li][li]to consider the prominence of a character on a turntable. The turntable is supposed to display the character, and probably shouldn’t compete with it unless it’s part of the design.[/li][li]taking into consideration the previous lesson, one shouldn’t waste hours of work on a turntable you won’t use. Especially when there is more you could do to your character. :P[/li][li]it’s a bad idea to create geometry in zbrush and then reconstruct it, when a simplified mesh could be generated in maya/max in about 15 seconds.[/li][li]that mentalray doesn’t seem to like lighting double-sided objects that have no depth.[/li][li]not to overdo texture resolution unless you have a machine that can handle it.[/li][li]to count teeth.[/li][li]how to sculpt and paint ROTTING FLESH! Yeaaaaaaaaah! And maggots?[/li][/ul][b]
My next focuses in learning are:
[/b]
[ul]
[li]about mentalray. I run into issues too frequently, so there are obviously gaps in my knowledge.[/li][li]about hard surfaces in zbrush. I see so many great hard surface models built, sculpted, and rendered entirely in zbrush. The how of that just eludes me.[/li][li]about a better way to meet up subtools for organic models. For this particular model it wasn’t so important because there were things hiding the seams; but I won’t always have that luxury. I’ve seen some multi-subtool organic models that seem to meet up perfectly, and I want to know more about how they do it. And I don’t mean just the polys meeting. They light as if it’s one mesh as well. I’m stumped.[/li][/ul]