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©2008-2009 ~Crashmgn
:iconcrashmgn:

Artist's Comments

that's my 3d entry in the dominance war3

construction sheet...

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:iconbryanxander:
Sweeeet :wow:

:+fav:

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I wish I could come up with a clever signature :hmm:
:iconcrashmgn:
Thanks pal!!!

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no need to thank me...just friend me!
:icondajotoy:
I like this wip part.
:iconcrashmgn:
Yeah me to z-brush sculpting is always fun

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:iconxistew13ix:
It looks like your base model is all one model but your zbrush sculpt has a ton of sub objects, how did you project all those pieces onto that final model?

Awesome entry by the way, i was following your thread on gameartisans
:iconcrashmgn:
Thanks 4 taking a look at my stuff! Well yeah i have a tons of subtools on my HD sculpt each has a subD levels. My pipeline was -> base mesh in maya(very simple primitive objects) ->importing them in Z-brush as a subtools and sculpting-> Lowering their subD levels and exporting them back to maya-> Building the lowpoly mesh using this sculpted subtools as a guide ->Making UV's 4 Lowpoly mesh-> Importing lowpoly mesh and parts of Hi poly(based on the UV shells of Low poly) to XSI and baking Normal and AO
And as 4 z-brush there is a pluging (make1mesh or smth like this i've downloaded it from the zbrushcentral) which can combine all subtools in one object so when u've combined them u can hide unused polyz in z-brush, export this HD-part and bake the normals. So after all this stuff i've had each my UV shell normals as a separate file i've combined all this files in PS and get my final normal map

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:icontorpeking:
:worship:

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" Pag Dusto May Paraan "

~Torpeking
:iconcrashmgn:
rofl:

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Details

April 11, 2008
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