biologically unsound. Not your fault, just the new zergling is an evolutionary step backwards. It's far too bulky, and due to it's messed up center of gravity it seems it would often fall on its face. It would be far better suited to the niche of a scavenger than a voracious pack animal.
Sorry I needed to get that off my chest X:. Now I must say I really like your rendering. The texture of the protruding veins is quite good.
Oh well, I was just making a random guess. But still, the machine does have to final render everything, which would be 280000 polys every 1/20th of a second... I'm currently rendering a cloudscape that has 10-50k micro-triangles(half pixels?) and it's taking 10 minutes, but... it DOES have to run a bajillion calculations on my 1.7 Gh processor
I wonder how many days you worked on this before your base mesh worked out. or is Mudbox really that easier to use than zbrush?
Its a stunning low poly result thats for sure. And it would be interesting to see how you unwrapped the critter, i mean how your final uw map looked before exporting it to mudbox. Since it seems doing that is mandatory even for zbrush. Sadly MudBox 2009 is way too expensive for a simple sculpting tool which only works in conjunction with *another* high end render package
LoL, you can use it with any 3d application that supports displacement/normal mapping. And UV mapping is mandatory for every sculpting program because they extract the sculpted detail as a texture map.
I had to make sure that the base mesh is 100% quad for best smoothing results. Since the base mesh is very low poly (2,000 polygons), UV mapping was just the matter of selecting a group of polygons and using either a planar or cylindrical mapping on them and then relax the vertices to eliminate stretching. And then repeat the process on other parts and arrange the UVs until the model is fully mapped.
Simple? Haha that's after more than a year of experience mainly because there are very few people and also very few tutorials out there that helped me about this subject. My learning pattern was mostly trial-and-error. I make a model, then I get frustrated because it sucks, go on a hiatus for a few days, then I attempt to try it out again and learn from my mistakes.
Yeah, with you submitting all these top renderings i got the impression you sit for 2 hours and whip something like this up without breaking a sweat! Without endless hours of trial and error.. don't destroy my illusions
The sad reality is organic modelling and sculpting probably takes just as long to get right as modelling cars properly ,( Atleast its a big help for modelling humans.. now i just need to find my graphic tablet and get practicing