by celmar » Sat Nov 08, 2008 3:14 am
a little more than to sculpt it in zbrush..; and in fact, I use now, as smurf isn't very accurate (the plug in of yurek dombrowski is very good, don't misunderstand me, I think it's due to the real complexity of mesh models, and "holes"), to "translate" part of the mesh, just to do the "connexions" between the head, for example, and the arms... then I cut the nurbs part at the very close frontier of the mesh, and (with sometimes a little photoshop after) it does the trick... but during a long time, i translated all the sculpted mesh, and split it, after, in as many planar surfaces as needed..;(well, more or less planar), allowing a very precise and easy uv map of photos... depend of the deadlines... also, remember that rhino 3 doesn't allow to split mesh, and so on, as rhino 4... now, with the growing tools on mesh, with commands like section , wich works on mesh, with smurf, and Tsplines, the mix of two workflows so separated than Zbrush3 and rhino4 become more and more easier... anyway, I never learn to model in polys, just rhino, and very seldom experiment something missing, except precisely the box modelling, until tsplines!... But it would be very fine, for me, that a tsplines mesh can go out of rhino in quads, as I ask the question there is some times, due to the posssibility to sculpt it, after... always been very alone, on cgtalk and other forums, with that mix of rhino and zbrush, although the common part, in my opinion, beeing the very easy learning curve of the two softs, and the very fast modelling process, perfect for deadlines of illustrators!... lazzy, mmm...