Some new ZBrush doodling. I’m trying to find some time to sculpt more and more. I tried to do some hard edges. I need to find a better workflow and not always using the Pinch brush of ZBrush. Pinch should be only for the finishing to make the hard edges more hard, and not using this brush to build them. A good trick is to use the masks to build the shape, but it’s not always easy.

I’m continuing my self learning of modo 302 while waiting the launch of the 401. I still have several troubles and spending a lot of times in things that I’m thinking should be more easier to do. I also installed several scripts to enhance my workflow.
I think that I’m very negative in my feedback about modo, because right now I’m on the modeling part and because of my strong background in this task. To be honest, I deeply think that modo is far behind than Amapi 8 and Hexagon 2 on the polymodeling tasks but, and this but is important, modo offer a lot of customization, a lot of scripts to add the tools that you don’t have, something which was simply impossible in Amapi or Hexagon. When you start to know better the modo toolset, it become easier, but still far from being easy and productive.
But I started to work on the shaders, maps (not visible yet), and UVs and for this part, modo really rocks (even if the shader tree is not really understandable at the first glance. Where is the node view??
) And I don’t speak of the render speed. How easy is it to setup the shaders when you can have a live preview on your model, changing the lights and a couple of seconds seeing the result on your screen.
This is the evolution of the same WIP, still progressing. Some parts have been hidden as they were the resulting of tests
I forgot to say that I started to work on the pivot point to have some easier pose for my robot

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