Sub-div companion 2 Moi?
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 From:  Rich_Art
4576.29 In reply to 4576.28 
Cool... I tried Zbrush several times but I can't get used to it..

Peace,
Rich_Art. ;-)

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 From:  Frenchy Pilou (PILOU)
4576.30 
< I tried Zbrush several times but I can't get used to it..
yes some try and learning curves are necessary
But now many videos are existing ;)
Like these ZClassroom about the last release ;)
http://www.zbrushcentral.com/showthread.php?161537-ZBrush-4R2-ZClassroom-Movies.-Update-3&p=895791&viewfull=1#post895791
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 From:  Mauro (M-DYNAMICS)
4576.31 In reply to 4576.30 
I agree with you,Frenchy Pilou
I'm approaching to z-brush:i have bought Scott Spencer's book :Advanced digital sculpting(Italian title)
first i tried sculptris,i tried to do a simple carrot....disasters! (i'm nurbs addicted like MajikMike)
this is because sculptris don't offer so many tools like his big brother(z-spheres..masks..etc.)
i think that if you want to do human detailed models you have to be a real sculptor,or,at least, have something in you..a natural approach to real clay sculpture...
so i say to myself:Mauro you cannot do everythig you want...but i'm following z-brush,i plan to use it in the future

EDITED: 12 Oct 2011 by M-DYNAMICS

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 From:  Michael Gibson
4576.32 In reply to 4576.31 
Hi Mauro,

> i think that if you want to do human detailed models
> you have to be a real sculptor,or,at least, have something
> in you..a natural approach to real clay sculpture...

Yes, that's something to keep in mind when you see some fantastic video of someone sculpting a magnificent figure - the main thing that actually makes that possible is the skill, experience and well practiced technique of the person doing the modeling, it's not like the software itself just magically makes that stuff happen.

It's a difficult skill set to achieve, so it's something that you should expect to invest quite a bit of time in to practice and refine your techniques.

But it is a great path to work on to get those kinds of sculpted detailed results.... Just be prepared for a high learning curve and a lot of time investment.

- Michael
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 From:  FelixPQ (FELIX)
4576.33 
Hi everyone,

I couldn't begin to thanks you enough for all the examples, suggestions and ideas posted here.

I believe at this point, that in someway the tools or software programs are irrelevant to a certain extent and it's the one in the driver seat that make all the difference. As it is, I realise I'm a newbie at all this 3D stuff and I pretty well know the route one as to take to become a better "driver", ie, lots and lots of studies and even more hard work to devellop the necessary skills. Thanks all for reminding this to me.

As I was looking for ways around these basic principles, I stumble across one of Blender 3D sculpt mode videos and in it there was this suggestion of trying to devellop your basic skill using blender (which as more sculp features then Scultris and much less then ZBrush) and from there when you get comfortable with the sculpting tools as well as learned some methods to use them skillfuly and then, if needed, you can migrate to a higher level, with ZBrush if I want to go sculpting or something else if I want to go SubD.

The only unfortunate conclusion I can make at this time, is that ounce I get out of Moi I can't come back with my sculpted objects to "glue" all this work together in Moi but maybe in another life...

Thanks you all again and my best regards,
Felix
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 From:  Michael Gibson
4576.34 In reply to 4576.33 
Hi Felix,

> The only unfortunate conclusion I can make at this time, is
> that ounce I get out of Moi I can't come back with my sculpted
> objects to "glue" all this work together in Moi but maybe in
> another life...

Yup, that will probably be the case - basically those sculpting programs do not work with the same kind of object data that MoI uses itself which are called NURBS surfaces. Instead those sculpting programs work with polygon mesh data where objects are made up of a lot of little polygon facets.

You can export from MoI into a polygon mesh format, at which point MoI will dice up its NURBS surfaces into little facet pieces. But it's not easy to start with diced up little facets and go back to a larger NURBS surface except in special cases...

So yes once you have exported from MoI into a sculpting program your object will be made up of a different kind of data than MoI uses for modeling with and you'll need to be working with a polygon mesh program to deal with that data instead of MoI at that point.

There are actually a lot of various different ways that 3D objects can be structured - every 3D program is not necessarily based off of the same technology and that means that you can't necessarily transfer objects both directions between different programs using different techniques, some kinds of transfer are more one way.

- Michael
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