MindRebel opened this issue on Apr 22, 2009 ยท 54 posts
MikeJ posted Wed, 22 April 2009 at 7:33 PM
Trying to make her not look like every other V4 is only half the battle, the rest is trying to make her look good with the given geometry, while not "breaking" her, and also making something functional and desirable.
And BTW, where I wrote above about how ZBrush subdivides, what I meant was how ZB rounds the normals. Different thing entirely, and it's because ZBRush's sculpting is designed first and foremost for normal and displacement mapping for games and lo-res models in animations, not for Poser and its lack of sub-d and real micro-poly displacement. Not to say it can't be done, but if you're really into creating morphs, there are better programs for that which don't f*** with your geometry as much -- even sculpting programs like Modo and Mudbox, which don't screw with the OBJ in every way imaginable, as ZBRush does.