Wow, this is just superb! Your breakdowns are a gift...Thank you!!
I love the variety you are getting with your hair brush.
Are you using a lot variations (imm's) or is it just one or two with a lot of tweaking after the fact?
Also, are you drawing the curves on top of a rough hair blockout or no? It looks so clean and precise (like the bun for example)...I struggle with controlling zbrush cruves.
Wanted to follow up and show some progress on this project after a long bout of silence. Found myself having to do a lot of trial and error with the cloak's detail repetition and making sure I can bake the details to the hood properly before pushing it down like the concept through sculpting or simulation later, but my current major hang-up is trying to get satisfactory details with the robotic arm and making sure everything will rest properly before committing and moving to low poly later.
I've got something of a back-view to the concept that gives more info on the hand design but it's far more quickly made and hastily detailed when compared to details up to this point so I've afraid I'm going to have to be doing more guesswork with this one.
A solar storm would wipe out the net connection, wouldn't it? Rendering all subscription software useless as well as tools that mandate license checkups like Toolbag. Consider me a prepper then:
Yeah it was a bot or a link spammer. When we mark an account as spam, we delete all their posts too. Which breaks continuity (sorry not sorry). It could be a conspiracy though you never know.
Automating simulations like cloth and muscle with actual data from the original sim makes so much sense—it's focused, faster, and avoids the ethical concerns of scraping.
Plus, not relying on an LLM for interpretation sounds like a smarter, more efficient approach if done right. It really comes down to whether the tool developers are genuinely building it with care or just taking shortcuts with open-source models.
The same can be said for [link redacted], where the data sources and training methods often determine how ethical or innovative the output is.
Hello! I'm joining a bit late on this one, and only had this weekend to work on it since I'm pretty busy with work. I spent most of saturday modeling and uv-ing, and most of today was high poly and texturing. I used some techniques I learned from my last job, adding 'floater' geometry over the mesh, to avoid having to do any booleans and such for the high poly detail. I also removed some panels as it didn't make sense for some of the drawers to exist in certain areas. The texturing could use so much more work and love, and I wish I had the time to do so. They same very flat, and don't pop too much, but I also feel as though it's because I haven't been able to model objects outside that of real-world objects, so I'm not used to get the colors and materials just right. But yah, I hope I get to do another one of these at some point next year!