shishomiru04 opened this issue on Aug 25, 2006 · 70 posts
belalarue posted Thu, 31 August 2006 at 5:39 PM
Quote - @belalarue
“..hoping someone has ideas on altering the body proportions”.
Well in one of your earlier post you said you were playing with Zbrush, so in my opinion you already have one of (if not the best) tool for shaping body/face proportions.
You expressed concern about changing the polygon count (and morphs not working) with some software…
In Zbrush you can take the mesh up one or two “levels” (which subdivides the hell out of it) and work with an incredibly dense mesh to get detail.
Then bring it back down to level one and the resulting morphs will work just fine (no change from the original poly-count)!
While people get very worked up about how a particular mesh looks, I look at the mesh as nothing more than a primitive (with rigging) waiting to be shaped to my likings.
Admittedly I don’t use Vic3 very much, but prefer the Laura3 (Young Teen) version of the unimesh (technically the same mesh).
I’m not being anti-Vicky, but I find three things more compelling working with the L3 version mesh.
- While underdeveloped for an adult mesh, I find her body proportions (limbs, torso, shoulder scaling, etc.) closer to a real human than Vic3.
- The shoulders don’t need nearly as much work as the V3 mesh.
- Being an underdeveloped (not as shapely) figure, I find I get more pleasing results by pulling a mesh out to shape as opposed to pushing one into shape.
Don’t know if that makes any sense but an example would be, making Laura’s small breast larger and shapely is easier than making V3’s large breast smaller with a good shape (more aesthetic than technical I guess).
L3 is only my personal preference, but it doesn’t really matter which mesh you choose, as with the software you have (Zbrush, Mudbox) you can make whatever you want…just dig in and learn them.
Hope my rambling helps some,
SWAMP
THANX!!! Just what i was hoping for! Mudbox demo indicates a much more intuitve interface and process than Zbrush, but Im guessing the end results would be similar.somehow, i wasnt aware that you could simply output to level one after the surface had been subdivided...without a polygon change. this simplifies things quite a bit. much appreciation for your input!