New Merman gets a body...WIP by Teyon
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No AI - This artwork was created entirely by hand or with traditional digital tools.
Description
Well, I'm squeezing some late night hours in to work on a future Poser character. I have no idea when I'll get to release it, as I have lots more Poser stuff that I have to check for work which have a greater priority. That being said, allow me to give some info on this mesh:
As you may or may not know I sculpted a new Merman head in ZBrush, the highest count for that model was a little over a million polygons. The base was a simple cubic head and useless for anything else. So, I took the ZBrush sculpt, all one million polygons or so, into Silo to create new topology. Using surface snapping, I created animation ready topology for the character and went on to begin creatinga body from that newly created, low res mesh.
Result so far:
ZBrush sculpt (head only): 1,639,000 polygons
Retopologized Silo mesh (head and begining of body): 2,184 polygons.
This is a handy technique for anyone wanting to sculpt out ideas and then create animation ready models from those ideas without loosing the basic forms.

Comments (7)
Excellent modeling....
That came out super clean. I'm pretty interested in some details on the surface snapping tehcnique you used if you have any I could read up on, that sure looks squeaky clean and light. The fin on the top of the head could maybe use another loop to distinguish it from the skull but really looks very good.
I have no idea what you just said, but I like it. :P
It sounds good... and it looks even better. I'll just take your word that it works that way. :o) Well done.
fabulous as always.... keep it coming...
That character looks great
great great sculpting