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	<title>BadKing</title>
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	<link>http://www.badking.com.au/blog</link>
	<description>CG Tutorials and Content for Digital Artists</description>
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		<item>
		<title>From High to Low Poly &#8211; Getting Subdivision Levels Back (#14)</title>
		<link>http://www.badking.com.au/blog/2012/05/from-high-to-low-poly-getting-subdivision-levels-back-14/</link>
		<comments>http://www.badking.com.au/blog/2012/05/from-high-to-low-poly-getting-subdivision-levels-back-14/#comments</comments>
		<pubDate>Fri, 11 May 2012 05:38:59 +0000</pubDate>
		<dc:creator>BadKing</dc:creator>
				<category><![CDATA[Recent]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[adding detail]]></category>
		<category><![CDATA[Bad King]]></category>
		<category><![CDATA[BadKing]]></category>
		<category><![CDATA[badking.com.au]]></category>
		<category><![CDATA[Decimation Master]]></category>
		<category><![CDATA[Dynamesh]]></category>
		<category><![CDATA[Free download]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[Group]]></category>
		<category><![CDATA[Groups Split]]></category>
		<category><![CDATA[High to Low Poly]]></category>
		<category><![CDATA[hole in the mesh]]></category>
		<category><![CDATA[holes]]></category>
		<category><![CDATA[Masking]]></category>
		<category><![CDATA[Merge Down]]></category>
		<category><![CDATA[merging layers]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[Project All]]></category>
		<category><![CDATA[ProjectAll]]></category>
		<category><![CDATA[Projection]]></category>
		<category><![CDATA[R2]]></category>
		<category><![CDATA[R3 MergeDown]]></category>
		<category><![CDATA[ReMesh All]]></category>
		<category><![CDATA[retaining subdivision levels]]></category>
		<category><![CDATA[S.Pivot]]></category>
		<category><![CDATA[SPivot]]></category>
		<category><![CDATA[Subdivision]]></category>
		<category><![CDATA[Subdivision Levels]]></category>
		<category><![CDATA[Topology]]></category>
		<category><![CDATA[transpose line]]></category>
		<category><![CDATA[treasure chest]]></category>
		<category><![CDATA[utilise Polish Crisp Edges]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[ZBrush 4]]></category>
		<category><![CDATA[ZProject Brush]]></category>
		<category><![CDATA[ZSphere]]></category>

		<guid isPermaLink="false">http://www.badking.com.au/blog/?p=1651</guid>
		<description><![CDATA[In this 3-part tutorial, we look at how to get subdivision levels back using two main techniques. We utilise tools such as ReMesh All and ProjectAll and also look at Zspheres and topology in conjunction with Decimation Master. Finally we...</p></div><div><a href="http://www.badking.com.au/blog/2012/05/from-high-to-low-poly-getting-subdivision-levels-back-14/">[ Read More ]</a><p>]]></description>
			<content:encoded><![CDATA[<p>In this 3-part tutorial, we look at how to get subdivision levels back using two main techniques. We utilise tools such as ReMesh All and ProjectAll and also look at Zspheres and topology in conjunction with Decimation Master. Finally we explore the ZProject Brush together with masking.</p>
</p>
<div style="padding:0px; float:left; width:580px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/From_High_to_Low_Poly_Main-580-CH_01EPS00.jpg" alt="" title="Introduction" width="580" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Introduction</h4>
<p>In this introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this 3-part tutorial. I also provide details regarding a free downloadable model of a treasure_chest that can be utilised during the series.</p>
</div>
</div>
<div style="clear:both;"></div>
<p><strong><a href="http://www.badking.com.au/blog/wp-content/uploads/Treasure_Chest.zip">Download: Treasure_Chest.zip</a></strong></p>
</p>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/From_High_to_Low_Poly_thumbnail-CH_00EPS01.jpg" alt="" title="Part 01" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 01</h4>
<p>In Part 1, we discuss subdivision levels and reasons for using them. We look at ReMesh All together with ProjectAll and possible problems and solutions. We also look at merging layers together and retaining their subdivision levels.</p>
</div>
</div>
<div style="padding:5px; float:right; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/From_High_to_Low_Poly_thumbnail-CH_00EPS02.jpg" alt="" title="Part 02" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 02</h4>
<p>In Part 2, we examine Decimation Master and ways to utilise it to create low poly mesh. We revisit Zsphere topology and look at Projection.  We also explore ways to fix problems with holes that may occur when using topology.</p>
</div>
</div>
<div style="clear:both;"></div>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/From_High_to_Low_Poly_thumbnail-CH_00EPS03.jpg" alt="" title="Part 03" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 03</h4>
<p>In Part 3, we look at ZProject Brush and possible issues when using it. We also utilise Polish Crisp Edges to smooth our model. Finally, we explore the benefits of using masking in conjunction with ProjectAll.</p>
</div>
</div>
<div style="clear:both;"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.badking.com.au/blog/2012/05/from-high-to-low-poly-getting-subdivision-levels-back-14/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>Sci-Fi Armour – Making Base Mesh (Hard Surface Techniques) (#013)</title>
		<link>http://www.badking.com.au/blog/2012/04/sci-fi-armour-making-base-mesh-hard-surface-techniques-013/</link>
		<comments>http://www.badking.com.au/blog/2012/04/sci-fi-armour-making-base-mesh-hard-surface-techniques-013/#comments</comments>
		<pubDate>Sat, 14 Apr 2012 08:28:17 +0000</pubDate>
		<dc:creator>BadKing</dc:creator>
				<category><![CDATA[Recent]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[abdominal plating]]></category>
		<category><![CDATA[adding detail]]></category>
		<category><![CDATA[anatomy]]></category>
		<category><![CDATA[And]]></category>
		<category><![CDATA[armband]]></category>
		<category><![CDATA[armor]]></category>
		<category><![CDATA[armour]]></category>
		<category><![CDATA[back armour]]></category>
		<category><![CDATA[Backface Auto mask]]></category>
		<category><![CDATA[BackfaceMas]]></category>
		<category><![CDATA[belt]]></category>
		<category><![CDATA[Buckle]]></category>
		<category><![CDATA[chest]]></category>
		<category><![CDATA[cleaner edges]]></category>
		<category><![CDATA[Clip Curve]]></category>
		<category><![CDATA[ClipCurve]]></category>
		<category><![CDATA[Crease]]></category>
		<category><![CDATA[Create Shell]]></category>
		<category><![CDATA[Display Properties]]></category>
		<category><![CDATA[Dynamesh]]></category>
		<category><![CDATA[Dynamesh Add]]></category>
		<category><![CDATA[Dynamesh And]]></category>
		<category><![CDATA[Dynamesh Sub]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[Group]]></category>
		<category><![CDATA[Groups Loops]]></category>
		<category><![CDATA[Groups Split]]></category>
		<category><![CDATA[GroupsLoops]]></category>
		<category><![CDATA[Hard surface technique]]></category>
		<category><![CDATA[hole in the mesh]]></category>
		<category><![CDATA[HPolish]]></category>
		<category><![CDATA[Inflate]]></category>
		<category><![CDATA[InsertCube]]></category>
		<category><![CDATA[InsertCylinder]]></category>
		<category><![CDATA[L.Sym]]></category>
		<category><![CDATA[LSym]]></category>
		<category><![CDATA[Masking]]></category>
		<category><![CDATA[Merge Down]]></category>
		<category><![CDATA[MergeDown]]></category>
		<category><![CDATA[Mirror and Weld]]></category>
		<category><![CDATA[Morph Target]]></category>
		<category><![CDATA[Muscle]]></category>
		<category><![CDATA[muscles]]></category>
		<category><![CDATA[obliques]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[Plane3D]]></category>
		<category><![CDATA[Plastic Buckle]]></category>
		<category><![CDATA[Polish]]></category>
		<category><![CDATA[PolyGroups]]></category>
		<category><![CDATA[R2]]></category>
		<category><![CDATA[S.Pivot]]></category>
		<category><![CDATA[SelectRect]]></category>
		<category><![CDATA[Sharp edges]]></category>
		<category><![CDATA[Shoulder armour]]></category>
		<category><![CDATA[Slice Curve]]></category>
		<category><![CDATA[SliceCurve]]></category>
		<category><![CDATA[SPivot]]></category>
		<category><![CDATA[Square Ring]]></category>
		<category><![CDATA[Straps]]></category>
		<category><![CDATA[Sub]]></category>
		<category><![CDATA[Topology]]></category>
		<category><![CDATA[torso]]></category>
		<category><![CDATA[transpose line]]></category>
		<category><![CDATA[under plating]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[ZBrush 4]]></category>
		<category><![CDATA[ZSphere]]></category>

		<guid isPermaLink="false">http://www.badking.com.au/blog/?p=1552</guid>
		<description><![CDATA[In this 12-part tutorial, we will be creating the base mesh for a Sci-Fi Armour. We will be focusing our efforts more on hard surface modelling techniques than just design. The Sci-Fi Armour allows us to demonstrate a larger variety...</p></div><div><a href="http://www.badking.com.au/blog/2012/04/sci-fi-armour-making-base-mesh-hard-surface-techniques-013/">[ Read More ]</a><p>]]></description>
			<content:encoded><![CDATA[<p>In this 12-part tutorial, we will be creating the base mesh for a Sci-Fi Armour. We will be focusing our efforts more on hard surface modelling techniques than just design. The Sci-Fi Armour allows us to demonstrate a larger variety of techniques both old and new that I am confident can be utilised over a range of different models.</p>
</p>
<div style="padding:0px; float:left; width:580px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_Main-580-CH_01EPS00.jpg" alt="" title="Introduction" width="580" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Introduction</h4>
<p>In this introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this 12-part tutorial. I also provide details regarding a downloadable model of Male_Bust that can be utilised during the series.</p>
</div>
</div>
<div style="clear:both;"></div>
<p><strong><a href="http://www.badking.com.au/blog/wp-content/uploads/Male_Bust.zip">Download: Male_Bust.zip</a></strong></p>
</p>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_01.jpg" alt="" title="Part 01" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 01</h4>
<p>In Part 1, we examine the muscle groups of the torso to help build our armour. We start with the frontal chest plate using topology and a zsphere and moving individual verts to get our desired shape. </p>
</div>
</div>
<div style="padding:5px; float:right; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_02.jpg" alt="" title="Part 02" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 02</h4>
<p>In Part 2, we create the armour for the obliques from a simple cylinder and utilise a cube for the abdominal plating. We also examine the Group function in Dynamesh and look at SelectRect and Masking.</p>
</div>
</div>
<div style="clear:both;"></div>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_03.jpg" alt="" title="Part 03" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 03</h4>
<p>In Part 3, we use topology to create the band that wraps around our torso. We move the individual verts into place to get our desired results. We also look at ways around a potential topology problem. </p>
</div>
</div>
<div style="padding:5px; float:right; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_04.jpg" alt="" title="Part 04" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 04</h4>
<p>In Part 4, we create the shoulder armour using Dynamesh and Create Shell. We utilise the HPolish brush for our basic shape and the ClipCurve brush to tidy it. We explore the Polish feature inside Dynamesh.</p>
</div>
</div>
<div style="clear:both;"></div>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_05.jpg" alt="" title="Part 05" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 05</h4>
<p>In Part 5, we revisit our front chest armour, use Move Brush to reshape it and Crease function for cleaner edges. We examine the PolyGroups inside our armour and look at a problem with Backface Auto Mask.</p>
</div>
</div>
<div style="padding:5px; float:right; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_06.jpg" alt="" title="Part 06" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 06</h4>
<p>In Part 6, we continue with the front chest armour focusing on the internal edges. We use existing tools like ClipCurve, InsertCube, Masking and SelectRect to help create clean edges on the inside of our mesh.</p>
</div>
</div>
<div style="clear:both;"></div>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_07.jpg" alt="" title="Part 07" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 07</h4>
<p>In Part 7, we create the neck clamp from a low poly ring, use Morph Target to give volume, SliceCurve to create extra lines and the Move Brush to put it all into place. We also utilise Display Properties.</p>
</div>
</div>
<div style="padding:5px; float:right; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_08.jpg" alt="" title="Part 08" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 08</h4>
<p>In Part 8, we create the belt. We utilize previous techniques such as Morph Target and Crease function. We divide our belt into separate groups using PolyGroups and use Inflate to add more detail.</p>
</div>
</div>
<div style="clear:both;"></div>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_09.jpg" alt="" title="Part 09" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 09</h4>
<p>In Part 9, we create the armband using SliceCurve. We utilise the Polish brush for a smoother machined look and GroupsLoops to clean up the edges. We also use Morph Target to give it volume.</p>
</div>
</div>
<div style="padding:5px; float:right; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_10.jpg" alt="" title="Part 10" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 10</h4>
<p>In Part 10, we import the buckle from a previous tutorial and use masking and our transpose line to bend it into shape. We insert a cylinder and use Split Hidden to place it in a separate layer.</p>
</div>
</div>
<div style="clear:both;"></div>
<div style="padding:5px; float:left; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_11.jpg" alt="" title="Part 11" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 11</h4>
<p>In Part 11, we create the under plating for our chest armour. We use Polish to tidy the torso, SliceCurve to create the under plating and InsertCylinder to create a hole in our under plating.</p>
</div>
</div>
<div style="padding:5px; float:right; width:280px;">
<div class="jwbox">
	<img src="http://www.badking.com.au/blog/wp-content/uploads/Sci-Fi-Armour_thumbnail-Part_12.jpg" alt="" title="Part 12" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
<div class="jwbox_hidden">
<div class="jwbox_content"></div>
</div>
<h4 style="color:#ffffff;">Part 12</h4>
<p>In Part 12, we use masking and Tiled Alphas for basic detail on the under plating and chest armour. We look at potential problems when adding detail with SliceCurve and the benefits of GroupsLoops.</p>
</div>
</div>
<div style="clear:both;"></div>
]]></content:encoded>
			<wfw:commentRss>http://www.badking.com.au/blog/2012/04/sci-fi-armour-making-base-mesh-hard-surface-techniques-013/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		</item>
		<item>
		<title>Buckle-Up (Dynamesh: Advanced Features) (#012)</title>
		<link>http://www.badking.com.au/blog/2012/04/buckle-up-dynamesh-advanced-features-012/</link>
		<comments>http://www.badking.com.au/blog/2012/04/buckle-up-dynamesh-advanced-features-012/#comments</comments>
		<pubDate>Sun, 08 Apr 2012 08:09:46 +0000</pubDate>
		<dc:creator>BadKing</dc:creator>
				<category><![CDATA[Recent]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[And]]></category>
		<category><![CDATA[Buckle]]></category>
		<category><![CDATA[Clip Curve]]></category>
		<category><![CDATA[ClipCurve]]></category>
		<category><![CDATA[Create Shell]]></category>
		<category><![CDATA[Display Properties]]></category>
		<category><![CDATA[Dynamesh]]></category>
		<category><![CDATA[Dynamesh Add]]></category>
		<category><![CDATA[Dynamesh And]]></category>
		<category><![CDATA[Dynamesh Sub]]></category>
		<category><![CDATA[Group]]></category>
		<category><![CDATA[Groups Loops]]></category>
		<category><![CDATA[Groups Split]]></category>
		<category><![CDATA[GroupsLoops]]></category>
		<category><![CDATA[InsertCube]]></category>
		<category><![CDATA[InsertCylinder]]></category>
		<category><![CDATA[L.Sym]]></category>
		<category><![CDATA[LSym]]></category>
		<category><![CDATA[Masking]]></category>
		<category><![CDATA[Merge Down]]></category>
		<category><![CDATA[MergeDown]]></category>
		<category><![CDATA[Mirror and Weld]]></category>
		<category><![CDATA[Morph Target]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[Plane3D]]></category>
		<category><![CDATA[Plastic Buckle]]></category>
		<category><![CDATA[Polish]]></category>
		<category><![CDATA[R2]]></category>
		<category><![CDATA[S.Pivot]]></category>
		<category><![CDATA[Slice Curve]]></category>
		<category><![CDATA[SliceCurve]]></category>
		<category><![CDATA[SPivot]]></category>
		<category><![CDATA[Square Ring]]></category>
		<category><![CDATA[Straps]]></category>
		<category><![CDATA[Sub]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[ZBrush 4]]></category>

		<guid isPermaLink="false">http://www.badking.com.au/blog/?p=1490</guid>
		<description><![CDATA[In this tutorial we will be creating a Plastic Buckle with straps. I will show you a variety of hard surface techniques that can be utilised in a range of different models. We cover the rest of the Dynamesh Functionality...</p></div><div><a href="http://www.badking.com.au/blog/2012/04/buckle-up-dynamesh-advanced-features-012/">[ Read More ]</a><p>]]></description>
			<content:encoded><![CDATA[<p>In this tutorial we will be creating a Plastic Buckle with straps. I will show you a variety of hard surface techniques that can be utilised in a range of different models. We cover the rest of the Dynamesh Functionality including CreateShell and SliceCurve and its limitations with grouping in Dynamesh.  We will also examine the Morph Target feature and merging and splitting groups.</p>
</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Buckle_Up__Main-580-Part_00.jpg" alt="" title="Introduction" width="580" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Introduction</h4>
<p>In this introduction, we look at the overall scope of our project and briefly look at some of the topics that will be covered in this four part tutorial.</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Buckle_Up_thumbnail-Part_01.jpg" alt="" title="Plastic Buckle Part 01" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Plastic Buckle Part 01</h4>
<p>In Part 1, we explore Advanced Dynamesh features including ‘Group’, ‘Polish’, ‘Add’, ‘Sub’, ‘And’ as well as ‘Create Shell’. We also examine the limitations of using ‘SliceCurve’ with ‘Groups’.</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Buckle_Up_thumbnail-Part_02.jpg" alt="" title="Plastic Buckle Part 02" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Plastic Buckle Part 02</h4>
<p>In Part 2, we experiment with masking and inflating to give shape to our inside latch and then utilise ‘InsertCube’ to create the holes for the straps in conjunction with the ‘ClipCurve’ function.</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Buckle_Up_thumbnail-Part_03.jpg" alt="" title="Plastic Buckle Part 03" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Plastic Buckle Part 03</h4>
<p>In Part 3, we utilise masking to bend and shape our model without kinking. We also examine the ‘Mirror and Weld’ function and experiment with the ‘MergeDown’ and ‘GroupsSplit’ options.</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Buckle_Up_thumbnail-Part_04.jpg" alt="" title="Plastic Buckle Part 04" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Plastic Buckle Part 04</h4>
<p>In Part 4, we’ll use a plane3D with ‘GroupLoops’ for rounded edges and ‘Morph Target’ to give it volume. We also examine the different options in the ‘Display Properties’ dropdown.</p>
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		<slash:comments>14</slash:comments>
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		<title>I&#8217;m Relocating</title>
		<link>http://www.badking.com.au/blog/2012/02/im-relocating/</link>
		<comments>http://www.badking.com.au/blog/2012/02/im-relocating/#comments</comments>
		<pubDate>Sat, 25 Feb 2012 09:06:27 +0000</pubDate>
		<dc:creator>BadKing</dc:creator>
				<category><![CDATA[Recent]]></category>
		<category><![CDATA[post]]></category>

		<guid isPermaLink="false">http://www.badking.com.au/blog/?p=1468</guid>
		<description><![CDATA[Hi guys, I have been working on both a new sci-fi armour tutorial of late as well as continuing the Spiderbot series. However, I will be taking a short break as I am currently relocating but stay tuned as I...</p></div><div><a href="http://www.badking.com.au/blog/2012/02/im-relocating/">[ Read More ]</a><p>]]></description>
			<content:encoded><![CDATA[<p>Hi guys, </p>
<p>I have been working on both a new sci-fi armour tutorial of late as well as continuing the Spiderbot series. However, I will be taking a short break as I am currently relocating but stay tuned as I will be uploading some new tutorials really soon <img src='http://www.badking.com.au/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<title>Nuts and Bolts (Dynamesh Fundamentals) (#011)</title>
		<link>http://www.badking.com.au/blog/2012/01/nuts-and-bolts-dynamesh-fundamentals-011-2/</link>
		<comments>http://www.badking.com.au/blog/2012/01/nuts-and-bolts-dynamesh-fundamentals-011-2/#comments</comments>
		<pubDate>Sun, 29 Jan 2012 06:15:51 +0000</pubDate>
		<dc:creator>BadKing</dc:creator>
				<category><![CDATA[Recent]]></category>
		<category><![CDATA[Tutorials]]></category>
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		<category><![CDATA[3D model]]></category>
		<category><![CDATA[Bad King]]></category>
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		<category><![CDATA[Bolts]]></category>
		<category><![CDATA[Digital Sculpting]]></category>
		<category><![CDATA[Dynamesh]]></category>
		<category><![CDATA[fundamentals]]></category>
		<category><![CDATA[Nuts]]></category>
		<category><![CDATA[Nuts and Bolts]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[R2]]></category>
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		<category><![CDATA[Zbrush4 R2]]></category>

		<guid isPermaLink="false">http://www.badking.com.au/blog/?p=1344</guid>
		<description><![CDATA[After a long wait I am finally back to do a few more tutorials starting with my Introduction to Dynamesh in ZBrush4 R2. In this two part tutorial, I will be creating a nut and bolt to help illustrate some...</p></div><div><a href="http://www.badking.com.au/blog/2012/01/nuts-and-bolts-dynamesh-fundamentals-011-2/">[ Read More ]</a><p>]]></description>
			<content:encoded><![CDATA[<p>After a long wait I am finally back to do a few more tutorials starting with my Introduction to Dynamesh in ZBrush4 R2. In this two part tutorial, I will be creating a nut and bolt to help illustrate some of the fundamentals of Dynamesh. So kick back, relax and let&#8217;s get into it&#8230;. </p>
</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Nut_and_Bolt_Main-580-CH_01EPS001.jpg" alt="" title="Introduction" width="580" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Introduction</h4>
<p>In this introduction, we will be taking a look at the overall design of the Nut &#038; Bolt and a quick peek at Dynamesh.</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Nut_and_Bolt_thumbnail-CH_01EPS011.jpg" alt="" title="Nuts and Bolts Part 01" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Nuts and Bolts Part 01</h4>
<p>Chapter one we will explore various techniques including Dynamesh as we build the bolt.</p>
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	<img src="http://www.badking.com.au/blog/wp-content/uploads/Nut_and_Bolt_thumbnail-CH_01EPS021.jpg" alt="" title="Nuts and Bolts Part 02" width="280" asis="true" style="border:1px #252525 solid !important;" /></p>
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<h4 style="color:#ffffff;">Nuts and Bolts Part 02</h4>
<p>Chapter two will continue to explore the Dynamesh function as we build the nut.</p>
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]]></content:encoded>
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		<slash:comments>22</slash:comments>
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		<title>A Fistful of Models</title>
		<link>http://www.badking.com.au/blog/2012/01/a-fistful-of-models/</link>
		<comments>http://www.badking.com.au/blog/2012/01/a-fistful-of-models/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 06:17:02 +0000</pubDate>
		<dc:creator>BadKing</dc:creator>
				<category><![CDATA[Recent]]></category>
		<category><![CDATA[backdrops]]></category>
		<category><![CDATA[bone saw]]></category>
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		<category><![CDATA[hospital cart]]></category>
		<category><![CDATA[lab]]></category>
		<category><![CDATA[library]]></category>
		<category><![CDATA[medical]]></category>
		<category><![CDATA[model pack]]></category>
		<category><![CDATA[Models]]></category>
		<category><![CDATA[operating table]]></category>
		<category><![CDATA[pirate]]></category>
		<category><![CDATA[props]]></category>
		<category><![CDATA[pulley]]></category>
		<category><![CDATA[saw]]></category>
		<category><![CDATA[Sci-fi]]></category>
		<category><![CDATA[scissors]]></category>
		<category><![CDATA[secret garden]]></category>
		<category><![CDATA[sneak peek]]></category>
		<category><![CDATA[surgical]]></category>
		<category><![CDATA[syringe]]></category>
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		<category><![CDATA[zen garden]]></category>

		<guid isPermaLink="false">http://www.badking.com.au/blog/?p=1296</guid>
		<description><![CDATA[Hi Guys! I’m planning a comeback in 2012!!! I wanted to give you all an update and a sneak peek at what I’ve been working on lately. I am in the process of developing a model pack to help fellow...</p></div><div><a href="http://www.badking.com.au/blog/2012/01/a-fistful-of-models/">[ Read More ]</a><p>]]></description>
			<content:encoded><![CDATA[<p>Hi Guys!</p>
<p>I’m planning a comeback in 2012!!!</p>
<p>I wanted to give you all an update and a sneak peek at what I’ve been working on lately. I am in the process of developing a model pack to help fellow artists better present their work. It will include props, stand-in models and backdrops and maybe even inspire some designs! It is still a work in progress but I’m interested in getting your feedback… let me know what you guys want.</p>
<p>The model pack will be released soon as well as some new tutorials over the next few weeks.</p>
<p>So stay tuned!</p>
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