Lets just move on shall we..
I'm just finishing off the Gun on the Infantry model.
I've been procrastinating over it as i really should have done a hell of a lot more modeling in Max before importing it into MudBox.
Hard surface stuff is really hard to sculpt in MudBox, you need to make stencils to get good results for fine precise details, and there really should be an "orientate to surface" option for the camera, so you can be sure your sculpting is perpendicular to the surface.
There might be though, as i've not yet played with adding cameras.
I've just been adding a wooden grip to the base, some extended wires / cables from the arm and some extra details on the top and sides. I've added lots of scuffs and scratches, because he uses it as a club to beat you. So there's plenty of dents along the edges and blood splatters.

I'm at a point where i really want to subdivide the model again to get some extra polys in certain places, but what i really should do is retopologize first. But im finding the retopologize process a bit hit and miss.
The top detail level is currently just shy of 9 million polys and after retopologizing, it drops to about 3 million. That's perfectly fine, the model could shave a lot of polys off in lots of places, but its actually robbing details from around the eyes and the very fine rusty flaky surfaces.
I've tried adding curves to control the process and adjusting the final count and uniformity, but i still end up losing detail.
I think ill just finish this sculpt off, and mark it off as another practice sculpt, and do better next time. Its only my second sculpt, i cant expect to get everything right this early.
I'm just finishing off the Gun on the Infantry model.
I've been procrastinating over it as i really should have done a hell of a lot more modeling in Max before importing it into MudBox.
Hard surface stuff is really hard to sculpt in MudBox, you need to make stencils to get good results for fine precise details, and there really should be an "orientate to surface" option for the camera, so you can be sure your sculpting is perpendicular to the surface.
There might be though, as i've not yet played with adding cameras.
I've just been adding a wooden grip to the base, some extended wires / cables from the arm and some extra details on the top and sides. I've added lots of scuffs and scratches, because he uses it as a club to beat you. So there's plenty of dents along the edges and blood splatters.

I'm at a point where i really want to subdivide the model again to get some extra polys in certain places, but what i really should do is retopologize first. But im finding the retopologize process a bit hit and miss.
The top detail level is currently just shy of 9 million polys and after retopologizing, it drops to about 3 million. That's perfectly fine, the model could shave a lot of polys off in lots of places, but its actually robbing details from around the eyes and the very fine rusty flaky surfaces.
I've tried adding curves to control the process and adjusting the final count and uniformity, but i still end up losing detail.
I think ill just finish this sculpt off, and mark it off as another practice sculpt, and do better next time. Its only my second sculpt, i cant expect to get everything right this early.
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