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Add media Report RSS Modeling Start for the Ogm Zombie (view original)
Modeling Start for the Ogm Zombie
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Special-K Author
Special-K - - 9 comments

And realized that in that point of view the jaw looks wierd...but its not that bad, but still gonna fix it a little. by the way, you MUST get max 2010. It's totally insane !!! shift tool, push pull. alot of paint deformation tools. And for making nice loops, its just too easy.

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Ganners
Ganners - - 73 comments

you shouldve modeled it with all the holes in, is this the model with nurms on? You don't have the traditional loops people use in heads, but i can't see how it would not deform correctly in animation so it should be fine.

Maybe take it over to mudbox or zbrush for the next part of the process unless this isn't allowed in your project?

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Special-K Author
Special-K - - 9 comments

yes, theres gonna be some z-brush to it. But I got to make the holes in the cheeks before. Theres no Nurms on that. Made of edges extrude and more ring-connect to it and theres also a meshsmooth to that picture.

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Ganners
Ganners - - 73 comments

oh nurms refers to the mesh smooth actually :) often confused with nurbs. Just cut some holes and bevel in some detail perhaps? just get a nice loop around the holes and it will make it much smoother in zb aswell.

or you could try the old fashion messy boolean and then clean it up after?

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Description

For those who saw my concept of the Ogm zombie plant. This is the start of the head. Yes, it is High rez as it as to be for our class project. And yes, on my concept, didnt realized the first front thorn (placement). must be sub-conscious :P lol Now I have to figure out how to make holes in those cheeks, and remove skin from place to place, and make all the theets....alot of jobs ahead!