FourtyNights polycounter lvl 4

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FourtyNights
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https://www.artstation.com/artist/fourtynights

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  • As many times as you like. There's no limit. Of course you can "optimize" not to subdivide to a ridiculously high level, if it doesn't start to look any different, 'cos it's a bit lighter to export and use for baking.
  • Can't blame you, we're mostly artists here, and I'm not good at rigging either. Of course we have a handful of technical artists here, but its quite a rare and valuable skillset to have. Still, awesome work nonetheless. ^^ Anyway, gonna add the pro…
  • Yep, UE4 seems like the best option, since everything is possible with the material editor.
  • Yeah, don't generate any textures from ZBrush, use either Max's, Marmoset's, Painter's or xNormal's bakers. Yes, the new retopologized mesh is your low poly and you UV unwrap that. "Bake that unwrapped material with the high poly", hmm... you bake …
  • Hey, this is awesome. Gongrats for finishing her, she's such a cutie. Btw, I'm also planning to study some rigging with my next project, because I'm a total noob when it comes to that. As much as I really liked her facial expression blendshapes in…
  • So, let me assume the "3ds max base model" is your base mesh you use in ZBrush to sculpt your high poly. So no, you don't need to UV unwrap your base mesh, and also you don't need to unwrap your high poly models in general. You said you retopologize…
  • No problem, and yeah, so many ways to achieve same results.
  • Oh man, can't wait to see what ND's updated game engine can handle this time. Also, this:
  • There is "Offset Edge Slide" with a hotkey Ctrl+Shift+R. At least as I tested it now, you create one middle loop with the Ctrl+R, keep it selected, then press Ctrl+Shift+R and you'll get two new loops going away from the center loop, like that "pinc…
  • To be real honest, badly stretched armpits bother me more than stretched shoulders, but I wouldn't go with 90 degrees T-pose, but a bit higher than A-pose's 45 degrees though. Just to get enough anatomical definition for the armpits. EDIT: I do tha…
  • A lantern I made for my character. With quite a simple layer stack in Painter, this was achievable. Love the software! Rendered in Marmoset.
  • Unity desperately needs skin, hair and eye shaders out of the box in order to serve character artists to render their stuff in Unity for their portfolio. At least this makes me a little bit interested to get back to Unity, if this "Standard Skin Sh…
  • For me it depends on a game. I can have a couple of days in a week with more playing than working (personal projects), and sometimes I go crazy, and I work non-stop a full week. But I still don't have an "addiction" to play games. I have enough self…
  • Over two hours 4096x4096 ambient occlusion bake in Marmoset Toolbag 3 with highest settings, but it was worth it. Sampling was 4x though. This is pure flat shading, and I'm in awe. :O I can't just believe this result. Suberb baker!!! The option to u…
  • A nice Blender add-on to cycle through different viewport shadings: http://blenderaddonlist.blogspot.fi/2014/08/addon-opengl-lights.html That white matcap just doesn't show the true beauty of your HP mesh. Great modeling work though.
  • A quick real-time low poly eyes shading test in Marmoset. The depth of the iris and pupil is controlled by parallax effect with a height map. Colors of the eyeball is just a basic polypaint baked from HP to LP as a texture in MT3. Rest of the detail…
  • Thanks for the heads up with those books. I'll take a look at them, and I'll let you know about the new project soon. ^^
  • Oh yeah, I see. That video you recorded was helpful. I think the distance between SCM muscles' primary branches is somewhat wide that the definition of thyroind gland isn't so apparent in between (that nice outward "bulge"). Gotta keep this super in…
  • @carvuliero Thank you for the constructive in-depth criticism. But I find changing such big shapes a bit too late already, since I retopologized and detailed everything. I just wish that other polycounters would've come to give feedback ages ago, be…
  • Got my current character project's tertiary facial details done. Finally I can start baking lots of stuff!
  • Finally all sculpting is done. The last bits were the tertiary details on her head. I'd say detailing skin isn't always so easy though:
  • See, with every skull you do, the next one is always better! Keep at it. Few more skulls and you'll feel more comfortable getting back to sculpting full heads.
  • RN said: FourtyNights said: Belzzebozz said: @FourtyNights: What do you use for Screen capture? Do you convert it to GIF or is this a single software? I'm using LICEcap. Thanks to our admin, Eric Chadwick originally lin…
  • Belzzebozz said: @FourtyNights: What do you use for Screen capture? Do you convert it to GIF or is this a single software? I'm using LICEcap. Thanks to our admin, Eric Chadwick originally linking to that from one GIF-software thread in h…
  • Transferred my ZBrush morphs to shape keys in Blender for my current character. The original "sleepy" expression is for baking, and the "neutral" is for final rendering. The neutral is also going to be useful for placing the eyelashes. Careful…
  • At least Marmoset Toolbag 3 can bake with infinite padding, and that's the best way, IMO. No one should ever worry about how many pixels to dilate. Infinite is the answer.
  • Just a quick'n dirty neutral expression test with the new topology in ZBrush. Gonna redo it though, because I need to keep the polygon flow smooth. Not that it's not looking smooth already, but that extra push to perfection helps.
  • kanga said: Looks great! Did you broaden the jaw ir is it just the view? Looks better. No, I didn't. That wireframe render was from Marmoset, and maybe it's the field of view that makes the jaw to look a bit broader. Anyway, the next s…
  • Finally finished the retopology for her. It was extremely tedious job!
  • Blender 2.79 is officially released! Finally!! Go grab it now: https://www.blender.org/download/
  • @pior knows exactly what he's talking about. So, to summarize this: 1. Work ONLY on your high poly work in ZBrush. 2. Save your projects as ztools (.ztl). 3. Export your HP stuff as an .obj for retopology or baking. That's it, you don't need to wo…
  • You can't judge a normal map from a flat shading, that is it correct or not. You need to view it in a real-time game engine to see the actual result. Also, did you triangulate your low poly before baking?
  • There are many ways to do this, yeah. My workflow is that, if I'm sub-d modeling a hard surface model, I'll usually create the high poly first with a good topology, then copy it and optimize it down to a low poly by deleting subdivisions and control…
  • I've always been kind of confused by UDIM UV mapping in general, since when we are mostly game artists here. We still make multiple UV sets if we wish to have more texture resolution, except they are overlapping each other on the same (0,0)-(1,1) UV…
  • Umm... sculpting the high poly anatomy in ZBrush is the solution. And then doing the retopo on top of it in Maya (judging from the UI, you're Maya?) should do the trick. Sub-d modeling organic stuff is kind of an old-fashioned and pretty much obsole…
  • Definitely looking forward to your anatomy study in future. (; Speaking of your current WIP shots, that character is coming along great. You have the skills, man... but a small anatomy nitpick though, because I can't help myself. Sternocleoidmastoi…
  • Jakub said: @Nuclear Angel I was planning to adding some stuff to scapula once I get to finish the body, but with arms, I don't really bother myself I am a firm believer on not wasting time on things that wont be visible. I'm the oppo…
  • Yeah, the clavicle is never straight, it has that nice elongated s-shape. And for the female sacrum, look for the "dimple of venus" and "Rhombus of Michaelis". It's nice and a slightly convex bumb above the start of the "butt crack" or more precisel…
  • I just got to say that this is awesome anatomy feedback from you, @carvuliero. It's rare to see such an in-depth criticues here, and you had a couple of cool latin/latin-english terms that I had to google to find out more. Speaking of the gesture o…
  • First of all, never use Zremesher for creating the final low poly. Do a manual retopology by hand, and make it animation-friendly. Your current low poly mesh is horrible mess and it's impractical for any kind of deformations. The biggest problem wit…
  • You're getting there, it's looking quite good. If you break the very notable tiling from its tail like you did a good job with the sides of its belly, it'll be a lot better. Even though feathers are going to cover the tail a lot, it's still worth th…
  • The skull is an organic model. You'll do your low poly by retopologizing it on top of you high poly sculpt.
  • Have you guys ever thought about using Shrinkwrap modifier together with sculpt mode's grab and smooth brushes when doing a retopo. I didn't until recently (I was so disappointed that I never realized that this has been possible to do in Blender for…
  • About time Maya gets Blender-ish UV tools. And FYI, Roadkill's technology is straight from Blender, and they even state it in the program credits. Instead of laughing Maya being late from the party when Blender has had these kind of UV features for …
  • Nerono said: Man, you just literally ignored everything I wrote and just posted a video about "how to shrinkkwrap", don't try to make it look as if you are trying to help, do both of us a favor. Dude, work on your attitude. Even though…
  • @Ruz I'm curious what you're looking from V-Ray instead of Cycles to get better renders? Since you said "renderer leaves a lot to be desired" in your first post, and I guess you meant Cycles, right? Personally I haven't used offline renderers almos…
  • Just wanted to chime in here, that I've never bothered tinkering with Blender's functionality or hotkeys. I find them good enough as they are, and I've memorized a ton of them and changing them wouldn't make sense for me. Like the Alt + G you've map…
  • I'd highly recommend making a low poly out of this high poly, UV unwrap, texture and render it in either Marmoset Toolbag 3, Unity or UE4. Now you've got a really well made sub-d modeled HP to optimize to low poly and get those pretty bakes from it.…
  • Ruz said: I wish for the viewport there was something like max where you can see the lighting on the model without using the rendered view, which is 'not quite' real time. I have actually found this addon to be quite useful for the viewport's…
  • Grimwolf said: I'm getting concerned that 2.8 will never actually get released. It's been in development for about two years now, and I watched a recent conference in which they said it was about a sixth of the way done. Which means we could e…