I found this to be somewhat tedious and frustrating so instead I sent the model into zbrush and started sculpting it in there.
After subdividing the base mesh several times, I mainly used the clay build up brush to add more detail to the face, and to alter its general structure.
After experimenting for a while, I decided to send it back to 3dsmax. To ensure optimization I lowered the subdivision levels back down, and found that it kept the changes I made, just at a lower resolution.
Although I'm still far from happy with how the head looks at the moment, I am quite excited to continue this process in zbrush. I'm still learning the program, but its definitely interesting to see how quickly I can get a result through sculpting then lowering the subdivisions back down.
I feel as I practice more with the program, I can definitely speed up my workflow and produce higher quality results.
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