I'll definately post this on the Zbrush and Mudbox forums as well ( especially since I don't think Mudbox user's have a method to create base meshes like in Zbrush-Zspheres).
Just to say, this program definately speeds up my process. In alpha stage, this is pretty dang solid. Has yet to crash on me once, and I really thought it would have by now with some of the things I've done (doodles and various tool tests that I didn't post on here.... that I didn't even save for that matter xP).
But definately I know that the Zbrush community has been searching for something like this because I know that I can do work similar to this using Silo, or even Zspheres to start out. Although it would literally take more than twice the time. And the best thing that Curvy 3D does with this work flow, is that it gives an even spread of topology through out the entire model. Which I know some of the biggest problems I had before. Because in Zbrush if you start trying to subdivide only a section, it can start subdividing later inproperly thus sometimes means you had to subdivide everything just to work on that area.
But, thanks for the comments.. still more to try out.
That is very cool - would be good to get some of these on ZBrush forums
I know they are always looking for new ways to make a quick base mesh.
The 'speckles' on the coat are made when flat, or hollow curvy objects are merged - that makes a thin twosided surface with a few places where one point is shared by both sides of the mesh. It's not a perfect system - but I am impressed how well the zb version turned out despite the mesh flaws!
It is interesting that the original merged mesh can be quite primitive, so long as the overall shape is roughly right - and you can still sculpt it to a fine finish. I guess this is a testament to your art skills, and zbrush's toolset.