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	<title>zbrush4r2 &#8211; 4ColorGrafix » the art and designs of Kofi Garbrah</title>
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	<link>https://4colorgrafix.net</link>
	<description>digital sculpture and tutorials</description>
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	<title>zbrush4r2 &#8211; 4ColorGrafix » the art and designs of Kofi Garbrah</title>
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		<title>Base Mesh Camp for ZBrush 4</title>
		<link>https://4colorgrafix.net/blog/2012/04/27/base-mesh-camp/</link>
		
		<dc:creator><![CDATA[Webmaster K]]></dc:creator>
		<pubDate>Sat, 28 Apr 2012 05:15:00 +0000</pubDate>
				<category><![CDATA[3-D Modeling]]></category>
		<category><![CDATA[3d-modeling]]></category>
		<category><![CDATA[blender2.5 zbrush silo]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpt]]></category>
		<category><![CDATA[topology]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[zbrush4r2]]></category>
		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=1159</guid>

					<description><![CDATA[<strong>Topology matters.</strong>

When building 3d models I've seen time and time again that topology can affect how a model bends, how it looks in certain lighting and even how well it can be morphed. ]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">1159</post-id>	</item>
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		<title>Zbrush Heads</title>
		<link>https://4colorgrafix.net/blog/2011/12/24/zbrush-heads/</link>
		
		<dc:creator><![CDATA[Webmaster K]]></dc:creator>
		<pubDate>Sun, 25 Dec 2011 05:32:35 +0000</pubDate>
				<category><![CDATA[3-D Modeling]]></category>
		<category><![CDATA[3d-modeling]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpt]]></category>
		<category><![CDATA[sketchbook]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[zbrush4r2]]></category>
		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=1168</guid>

					<description><![CDATA[In recent months I've been making an effort to improve my sculpting skills in Zbrush. Here are are some heads I made with ZBrush based upon the great teaching of Ryan Kingslien at <a href="http://www.zbrushworkshops.com/">Zbrushworkshops</a>.

To view more heads...]]></description>
		
		
		
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		<title>ZBrush 4R2 &#8211; DynaMesh: Bye bye manual retopology?</title>
		<link>https://4colorgrafix.net/blog/2011/10/01/zbrush-4r2-dynamesh-bye-bye-retopology/</link>
		
		<dc:creator><![CDATA[Webmaster K]]></dc:creator>
		<pubDate>Sat, 01 Oct 2011 14:41:31 +0000</pubDate>
				<category><![CDATA[3-D Modeling]]></category>
		<category><![CDATA[3d-modeling]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[quad]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpt]]></category>
		<category><![CDATA[sketchbook]]></category>
		<category><![CDATA[topology]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[zbrush4r2]]></category>
		<guid isPermaLink="false">http://www.4colorgrafix.net/2011/09/zbrush-4r2-dynamesh-bye-bye-retopology/</guid>

					<description><![CDATA[DynaMesh is a new feature Of ZBrush 4 release 2 that allows the user to add to a mesh while at the same time maintaining an evenly distributed topology! What is even better about DynaMesh is that the new topology is mostly made of quads, making it easier to sculpt in ZBrush and animate in other 3D apps.]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">1119</post-id>	</item>
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