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08-01-2017, 08:54 PM   #226
Jay
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So a bit more on the mesh update

the mesh on the left has one subdivision and if thehead and the feet were present I figure we'd be looking at an ideal base mesh to begin subdividing in Mudbox or Zbrush and then start our sculpting at around the 20k mark as far as polys are concerned as I said before, then as mentioned in the previous post we would then update the base mesh over in maya with the newly sculpted one using either a blend shape or a transfer attributes, using the the closest point and and vertex position attributes.

I will try and get a freebie tutorial done for the site as it would only take like 5 minutes on a video to explain the process.

images below of the current update after a reprojection of the scan in zbrush at 2 and 3 levels of subdivision

Cheers
Jay
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08-01-2017, 09:06 PM   #227
Jay
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and here is the current mesh with a subdiv level of 4 and still only comes out at 179k polys. Again it would probably balance better had we attached the head and feet...but its a just a rough idea of what can be achieved

cheers

Jay
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17-06-2018, 08:44 AM   #228
pochte
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Quote:
and here is the current mesh with a subdiv level of 4 and still only comes out at 179k polys. Again it would probably balance better had we attached the head and feet...but its a just a rough idea of what can be achieved

cheers

Jay
Looks good, but something about the shoulder blades bug me.
Might be they jut out too much, not sure.
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17-07-2018, 06:32 AM   #229
chk2033
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Quote:
Looks good, but something about the shoulder blades bug me.
Might be they jut out too much, not sure.
hmm your right I kind of noticed it also but not really sure though.
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