Dur, that's actually what I really enjoy with highpoly... You can put all these little bevels and groves that catch light nicely around the corners of sleek surfaces. I like that [img]/images/graemlins/smile.gif[/img]
Jama and Ramu, a little workflow collage for you here :
1. Once the idea is laid down on paper the model is quickly roughed in Wings3D (which is my weapon of choice when it comes to quick polygon modelling. You just have the tools you need, and the whole app is geared towards fast workflow).
At this stage I mainly care about building a clean yet simple quadratic base mesh with only the main facial features suggested. (you can actually push the mesh density higher if you have precise ideas at this early stage. It's just that what you gain in precision an control, you loose it in terms of potential and freedom).
2. The mesh is carried on to Z2 using the .OBJ format which offers nice export/import features and has great cross-application compatibility. I had to divide the mesh 5 times here to get enough density for detail modelling, but with a finer base mesh it could have been fine with 2 or 3 levels I guess... I try to add details along the main edgeloops because if you don't, you go 'against' the model and you'd need even more subD levels.
You can notice that if switched back to subD level 0 the model slightly differs from the original. The eyeline is smoother, the mouth is more horizontal... That the great thing with the intuitive ZBrush workflow, you fix things as they come along and you don't even notice it while doing it [img]/images/graemlins/smile.gif[/img]
3. The detailled mesh wireframe does not have the classic precise 'highpoly' look that comes when working on pure subD modelling. The details sortof shift along the isolines... See the eyesocket part for example.
4. All the 'hardware' modelling (tech parts, tubes, aso) is done with the usual subdivision method, just one level of division here. At this stage I prefer Max over Wings for it's solid tools such as dynamic symetry, grouping, hiding and all. The Zbrushed meshes are displayed as bounding boxes since they are simply too heavy for my computer to handle. Instead I display the level0 mesh wich provides good enough guidelines for modelling and proportions. I switch the head models visibility when rendering the scene.
I also enjoy using the 'turbosmooth' modifier in Max for it shows great optimisations over the standard meshsmooth. Realtime display of smoothed models is around 5 times faster... It saved my life for this model since my 1GHz cpu couldn't handle it otherwise.
Voila! Sorry for the long talk [img]/images/graemlins/smile.gif[/img]
Gunt, Ruz, thanks, and KP, where is that avatar from? I like his looks :P