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Old 28-03-2010, 09:58 AM   #1
fixme
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Default REQ: video tutorial modeling Boots

REQ: video tutorial modeling Boots
started in Maya & go to Zbrush for details
& back to maya for finish rendering.

would so nice to see this...



anyone?
have no idea how to start..

Last edited by fixme : 28-03-2010 at 10:07 AM.
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Old 28-03-2010, 07:14 PM   #2
bendingiscool
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A cylinder for the leg and a couple of cubes for the foot area would be a good start me thinks..

cheers,
Chris
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Old 29-03-2010, 04:45 AM   #3
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if have a base mesh of a human female take her leg for half of it then continue extruding for the bottom shoe part then export to zbrush use the standard brush with a nice radial gradient for the alpha and sculpt in the wrinkles and so on divide some more then use the ryan kingslein clothing seam brush set (available though zbrushcentral is free though) and sculpt in the stitches and seems texture in z then in maya set up a vinyl type shader id recommend an anisotropic shader with some changes of course. then render in mental ray making sure you have some kind of globe for reflections. But i dont have time to right up a tutorial for you sorry. Hope this helps
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Old 02-04-2010, 06:57 PM   #4
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Quote:
Originally posted by anasasis
if have a base mesh of a human female take her leg for half of it then continue extruding for the bottom shoe part then export to zbrush use the standard brush with a nice radial gradient for the alpha and sculpt in the wrinkles and so on divide some more then use the ryan kingslein clothing seam brush set (available though zbrushcentral is free though) and sculpt in the stitches and seems texture in z then in maya set up a vinyl type shader id recommend an anisotropic shader with some changes of course. then render in mental ray making sure you have some kind of globe for reflections. But i dont have time to right up a tutorial for you sorry. Hope this helps
Any chance for a nice youtube video tutorial of this proces?

modelling it, the way in zbrush...
&
may'be how to texture it in zbrush or maya.

thx
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