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MatthiasAndre Envato team says

Since this is a sculpting challenge, the rendering you make should be a clay rendering because it puts focus on the sculpted form. Having said that, you are allowed the use your weapon of choice to make your clay rendering look good! Here is an example http://bit.ly/e576wU.

Well… he does not have hair… but if your character has hair, it would work the same way, you “just” need to sculpt it! :) http://bit.ly/erSN5u , http://bit.ly/ffW2GY , http://bit.ly/fVc7Wd

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3alisha says

Very explaining. Thanks :bigsmile:

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BatVfx says

Thanks for info, and yeah it looks quite awesome with sculpted hair.. kinda more artistic :D

Looking forward to see more works

Good luck everyone

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BatVfx says

One more question.. that “up to 6000 polys base mesh”

are we allowed to make it in other 3D software, like C4D , or it must be made in Zbrush/3D Coat/Mudbox?

(if not, I’ve just wasted half of my day making it in C4D :D )

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contrastblack Envato team says

I am no expert really, but I can’t really find how you could create a base mesh in mudbox. You have some “basic” meshes to begin with, but they are really inefficient if you’re considering high detail on a low-end station. I always made my base-meshes in absurdly low-poly mode in either wings3D or cinema (talking a max of 800-1000polys), then exported to mudbox. Maybe zbrush has something (seen some interesting stuff using zspheres on that matter) but I’m pretty sure mudbox doesn’t offer you anything of the sort. And I know absolutely nothing about 3Dcoat… but to answer your question, I think it’s of little to no importance how you make the basemesh, as long as it’s under 6000polys, and you do the sculpting in the aforementioned packages.

Cheers.

edit: just noticed however that the “head mesh” that comes with mudbox goes around 2002 polygons, and polygons are a bit more packed towards the eye sockets and ears… let’s see Matthias’s take on this. I also did mine in c4d now…

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MatthiasAndre Envato team says

How you construct your base mesh is up to you! 6000 polygons for a sculpting basemesh is actually quite a lot and I am starting to think that I should have set it lower because I want to avoid people modeling details instead of sculpting them. Oh well, you live and learn! Too late to change it now.

Just take the 6000 as the absolute maximum limit. You don’t have to use the poly budget to its maximum. A base head with 2000 polys is fine… the base mesh I usually use for sculpting has a TOTAL of 2416 polygons for the whole body including head and facial features. The head itself only has about 650 polys and it still works perfectly :).

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BatVfx says

Yeah, I’m using Zbrush, so I was thinking about zspheres and stuff like that..

I’ve made mesh in c4d, with approx. 850 polys

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contrastblack Envato team says

Just when I was starting to think I didn’t get something right with my measly aprox. 600 poly base mesh (and it already looked a bit bloated if you ask me) :D Thank you for clearing that up guys.

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3alisha says

I will be doing a base mesh in Zbrush using Zsperes, really easy and efficient :bigsmile:

Cheers !

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3dstockmodel says

- How do we post/submit the final model ? is it in a thread or do we submit a file. - What format ?

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