Learning : Zbrush to max and full manual retopology work on a high poly sculpt to get a good basemesh
Well, i'm learning a few more things using Zbrush , mainly from my errors haha, because when you dynamesh your sculpt you loose lower resolution model and your base, in order to keep a reasonable amount of polys, for, let's say, animation or game purpose i had to bring back the 3 Million poly model from Zbrush to 3D max by decimating it a bit in the process and then, i could use the freeform tools of 3d studio max to redraw and simplify all the quads.
This was longer and more tedious than i ever anticipated it would be but in the process i learned a lot and i didn't knew you could basically draw 3D on higher / more complex models that aren't well optimized or have nice edge loops to make simplier models out of them...
So i'm down from 3 million polygons to 14.000 polys on this model, could go lower but most 8th gen characters ( ps4 - xbox one - etc ) go from 20.000 polys to 150.000 polys depending on the kind of game, so i'm fairly low in the polycount while keeping a lot of the detail i wanted for the anatomy of the character, after that i'll optimize and cut out parts when the character is clothed or armored / gets hairs and stuff of this nature.
I really like this type of design, mainly as you show the steps of its development. 3D work takes a lot of time and dedication to make every detail perfect. You have a good management of the anatomy, each of its parts is perfect and well defined. Be charming with your post. Greetings.
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nice man, 3ds max has clunky retopo tools
on the side note the Topogun program is really intuative maybe you should try it :D?
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