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After that, there were basically two ways of modeling props: one, using ZBrush's Extract function (Fig.02) and two, using base models imported from Max (Fig.03). The exceptions to this were the head that I modeled from a DynaMesh sphere, the knife that I started from ZBrush's ShadowBox and the pockets, which I made from a box.

Fig. 02

Fig. 03

And here it is all together, with all the props detailed enough and ready to be decimated and exported as OBJs for later retopology in Max (Fig.04).

Fig. 04

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Readers Comments (Newest on Top)
(ID: 303796, pid: 0) Parham on Wed, 15 October 2014 11:39pm
That was just AWESOME ! Thank you for sharing, there was lots of improvements for me after watching this :D ;)
(ID: 280737, pid: 0) Vlad on Thu, 12 June 2014 1:03pm
Really good work! I can just imagine how much work is to retopo the whole thing in 3ds max. but the end result is really great! Thx for sharing!
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