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  1. Kyoske's Avatar
    Kyoske is offline
    Location: Stillwater
    Posts: 196

    Necron

    Well I started working on a necron, its for some odd ball game engine. ether way pumped everything out in zbrush so far. thought I would see if I'm off base any where or any recommendations I can get. I have a long ways to go but its a start ^__^

    Kyoske
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  2. Fleafa's Avatar
    Fleafa is offline
    Location: Arundel
    Posts: 358
    I would be more inclined to do such a hard-surface character with Sub-D in 3DSMax (or equivalent). I find them difficult in Zbrush.
    Anyway, shapes are about right, just need to nail that living-metal crispness!

    EDIT: I think the chest needs to stick out more in the center.
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  3. Ace-Angel's Avatar
    Ace-Angel is offline
    Location: Montreal
    Posts: 865
    I would say that import the base mesh (with some decent hard-edge modeling done already) in Zbursh, disable the SMT modifier while SUB-D'ing, and once you have 2 levels or more, switch SMT back on.

    This should help you keep the hard-edges intact with minimum destruction.

    Or, you can 'Store Morph Target', SUB-D the model, go to lvl 1 Geometry, switch to original Morph, go back to lvl n and voila.

    Other then that, ncie start mate.
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  4. Wevlen's Avatar
    Wevlen is offline
    Location: Luton
    Posts: 179
    I'm not sure how realistic that ribcage is meant to be but I'd say check some reference on that one.
    Even if its not the same amount of bones, the shape will be better
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