Follow up to previous post. Many thanks to pxgeek for the suggestions that basically made it possible for me to render my ZBrush sculpts using the matcaps I had created for the job. By removing the alpha that was in the Surface Bump Texture, setting Canvas Bump Scale from 100 to 1 and lowering my bump from 0.6 to 0.02, the matcaps behaved like any other matcap and all was good with the world.
A message from his wife via Kevin's LinkedIn account:
Precious Johnstone -Wife Memorial Service is set for 1/11/25 11 am -2 pm 900 Bass Lake Road @ Bass Lake If you cannot make it and want to share photos / short message for me (family) about your time with Kevin send them to me via email no later than 1/4/25.
Thank you all for your shared stories here about my love, he loved ART and the ability to share his love of gaming and the craft itself with you all. Let's celebrate his life with fond memories and pictures.
@Sarp Cool that you're joining the challenge. I think each of the press designs has quite the distinct personality, so I'm not sure how successful one can mix parts without creating something new entirely. But hey, if that's the goal you're setting yourself, I'm curious to see what you come up with You could explore options in 2d, painting over renders of your current state. Currently I think the overall shapes are a bit too straight/rational and edges too sharp, deforming some and adding bevels would help to make it more exaggerated. Keep it up!
@GroovyDaft0I think the scene is coming along nicely In my opinion the blocky nature is also somewhat present in the original concept. You could divert from it in order to make it more comfy/lived in, for example adding an old, worn chair (leather perhaps) and a steaming cup would bring some more cozyness and contrast to the scene. While this changes the narrative somewhat (not as cold anymore), I think fleshing out the place (who lives there and what do they do) it's part of the fun and ultimately helps the 3D environment to exist on its own. Much success going forward.
I was low key hoping for more opportunities to post memes but I guess we can close the thread and destroy my dreams.
Nikhi, in the future, maybe run your posts through chatGPT and ask it to provide tl;dr versions of your comments. They can be really long and I avoid reading them because they're super scattered and lengthy.
I think that what makes sculpting a person more or less difficult generally has to do with the goals of the sculptor.
For instance, let's consider sculpting a game character with simple hero anatomy in an A pose with stylization. That approach is going to be basically the same for male and female characters, in my opinion. IMO the female characters might have a little more subtlety to the forms, whereas people generally like to see highly defined musculature with the male charactes. This essentially means you have hundreds of anatomical landmarks to work off of on a male character, as opposed to maybe 50-60 in between subtle form changes with the female character. For some people, the former is more difficult, for others, the latter. The catch is that a lot of game artists take this way too far and the male characters end up looking like a conglomerate of pieces of bubble wrap of varying sizes while the female characters look like they're made out of noodles. So, y'know, there are checks and balances even in this anatomical use case. The point is that due to the nature of an A pose and game art, neither is really more challenging than the other, but they are different enough so that you may find yourself gravitating towards one or the other in your personal work.
That being said, if you want to take a more fine arts approach and you're sculpting nude models in complex poses, then I would say that the difficulty actually evens out between male and female and the challenge becomes more than a technicality, but rather a test of artistic insight for capturing emotion. For instance, is it more difficult to sculpt a woman in a dynamic pose that captures a feeling of the sublime than a male? No, probably not. That's because capturing the feeling of the sublime is insanely difficult in both instances.
My entire weekend was utterly devoured by the release of PoE2! I managed to get a bit of work done on Project Nova however. WIP of the Abyssal race compatible armour. In Destiny 2, Titans get a powerful boosted jump, Warlocks get a maneuverable glide, and Hunters can get a triple jump. Similarly, each race (species, rather) in Project Nova will have their own movement abilities, tied to whatever is on their backs.
Hey, it's pretty overwhelming if you're starting out in Zbrush. You might find it helpful to check out the projects that come preloaded with Zbrush, to get a sense of what is possible, and what to aim for, and so you're not looking at a blank slate with nothing to compare your work to. You can also use these projects as reference. File>Lightbox>Projects.
Use Youtube for tutorials, try searching for; Digital Tutors, Gnomon Workshop, Eats3D. Michael Pavlovich's channel is good too.
Should we close this thread? Looks like we're circling the drain a bit in here.
I'm cool with waiting on any replies/responses that add to the discussion. Interestingly the topic wasn't initially meant to engage in a discussion on the character design, more about overall design decisions that led to the game product underperforming in the market. But referencing the character in the context of larger culture war derailed it significantly I feel. Don't really have much more to add at the moment.