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Zbrush - Roughing out your base mesh in Zbrush

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Uploaded by on Mar 8, 2008

This tutorial is brought to you by http://www.poserbargains.com

This tutorial shows you how to use Zbrush to turn your rough discontinuous mesh into a more refined shape

Intro and ending music provided by www.royaltyfreemusic.com
Copyright © Mix Mash (Australia) 2008

Category:

Howto & Style

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License:

Standard YouTube License

  • likes, 3 dislikes

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Uploader Comments (MixMashCom)

  • youre voice reminds me of fat tony from the simpsons lol but with a mix of aussie.

  • @MrSiiKez I've had a few comments about my voice in the past. Unfortunately, usually negative. The thing is that when I make tutorials I have to slow my speech down to make sure that my voice is clear and understandable. It sounds a bit patronising but it is for the good of the viewer. Anyway, thanks for the comment.

  • in german please

  • I don't speak German

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All Comments (16)

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  • @MixMashCom i wouldnt call fat tonys voice a negative, it would be cool to sound like a mafia boss lol.

  • @awelmann in german please??? pshh learn the global language you wangbar.

  • @MixMashCom rofl

    this makes me giggle idk why.

  • Yes, please. You can make it a video response to this video (which could be helpful to others viewers) or just provide the links in the comments here. It's up to you. Look forward to see how it looks.

    Cheers.

  • When I use unified skin at the highest resolution (512). I tend to get a smooth seemless skin... with alot of the detail missing. Then when I append the model and project all... I project the detail back on unified skin. I've done this to various model.. ex: when i modeled the head and hands and feet seperately from the main body. Then it typically looks pretty good. Maybe I should make a vid. to show you my results... because they come out pretty dang nicely.

  • Technically, yes, but the problem with this is that because you are using multiple overlapping meshes you often get ugly misprojections and mesh 'spikes' that are a pain to clean up afterwards especially on high res versions. Even if you were to set the low res mesh as a topoloogy mesh, you would still get the ugliness. I'm still trying to figure out a way of unifying the high res mesh better without messy booleans of the 'poor' unified skin tool in Zbrush.

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