Saturday, June 6, 2009

DM - Ric

Hi Ric,

You project looks very cool, and I think your Shriek character looks great.

You seem to have made a good start on your base mesh. I would definitely suggest that you ZBrush in a standard pose so that you can make use of the symmetry options when you sculpt. There is plenty to do without having to do the same job twice........ especially when you don't have to. I would block in the anatomy to a reasonable level then retopologise then pose. The only things you want to be adding after the pose are the details that are brought about by the pose - eg. the wrinkles on the bent arm and the changes in muscle volume as the pose changes. Do as much as you can using symmetry and make the program work for you. You don't want to have to sculpt 2 hands from start to finish!!

It might be an idea to add a little geometry to the face. This will be an area of high detail and so will require a higher concentration of polys to carry the details.

As for the hard surface and organic mix. I would always try to add resolution only where it is needed. There is no point in adding resolution where it is not required, at the end of the day you have to render the project and the less polys there are, the quicker it will render.

This is a good tutorial for SubSurface scattering. Might be worth checking out:
http://www.i3dtutorials.com/tutorial/41_using-subsurface-scattering-shaders

Hope this helps.

Cheers,

Dan

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