hey guys, i decided to start a thread for a character sculpt i'm doing. i chose Quinn from League of Legends, since i think her concept art is way cooler than the ingame model. plus she's awesome. i just finished blocking in the main armour bits. this is my first character sculpt and my first full blown zbrush project. i'm 15 and learning as i go, and that leaves me with so many questions! i appreciate any feedback and input.
question: in zbrush, how the hell do i get symmetry working on a subtool that i've moved and rotated? using s.pivot gets it working, but my subtool gets moved to the centre. bluh.
concept art (by ironstylus):
currently:
rough sketch of the main bits:
Replies
blocked in the shoulder today. wish i could get symmetry working on it
Little suggestion to help you out.
Currently most of your mesh, especially the armor look kind of ''muddy''
This happens a lot when trying to work on a mesh that is too highrez.
Seems like you are currently not using any basemesh and stuff that should be kind of hard surface and polished surface look very organic and made of clay.
I would suggest you making basemesh in the 3d package of your choice (maya-3dsmax-blender or whatever you are using) and then applying creases in Zbrush to get that very clean polished look.
thanks for the tips! i was a little concerned over the clay/wobbliness but just assumed that would be fixed when i went over and polished the pieces
would it be too difficult to do that? i was sort of following Michael Pavlovich's videos where he does a messy blockout of the shapes and then refines them, but i think you're right in that i started too high poly. over relying on the move brush probably contributed too, haha. where do you think should i go from now in terms of fixing that? retopo or just straight up rebuild the shapes in Maya?
I personally find it kind of hard to get the cleaness of shape I want that way but it's all about personnal preference and finding the workflow that works the best for you!
So if that works for you, please go ahead!
alright, cheers. i'll keep the blockmesh technique in mind for shapes that would just be easier to achieve in a modelling program. really appreciate the comment, thank you!
[ame="https://www.youtube.com/watch?v=IyFZFyK3UVU"]https://www.youtube.com/watch?v=IyFZFyK3UVU[/ame]
for the helmet, i attempted a retopo. there's some pinching and its not great, but i learnt a lot and will try again. thanks to karytsukino for the video, really helpful.
for now i gotta figure out panel loops, and how to get the indentation on the top bit of quinn's helmet.
and then i can go into retopo yay