Thread: Alien project
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# 7 22-03-2006 , 10:23 PM
vladimirjp's Avatar
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Join Date: Jun 2003
Location: stuck in the 90's boston, USA
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i mean, block out the meash a little better.
add more geometry in region where you will need them most.
because subdividing in ZB is not like smoothing in maya or subDs in maya.
if you have more geometry nin the head, thats the area where most of the details will go, so in ZB, u wont be shooting yourself in the foot by needing to subdivide the mesh to some crazy poly count.
and i would also work on the anatomy; again define better area such as fingers elbow, shoulder, clavicle, hips, knee toes. these are area that will get fustraing and geometry intensive if you end up doing them in ZB.
im doing some ZB work myself atm, and im taking a lot of careful preliminary steps to not have trouble down the road.

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