Liking the details you put into this. The only thing that seems off is the thread on the lock. Right now it looks like you've stacked a bunch of torus shapes on each other rather than making it actually thread. The video below shows a quick and easy way to model threads. Keep it up though the filigree on the 2nd once is really nice and not overly done.
Thanks man, Look. Its coincidence that we are creating something similar at the same moment. So I seek help cuz Im gonna get a heart attack. Look at what I tried to do in nDo2, i made base shape in illustator and export to photoshop for nDo. Look at how flat is. I am desperate to find a way. I still didnt tried with zbrush, adding that detail but, how do I make it. do you have any suggestion with a worflow. I always looks that flat whatever I paint in nDo.
Looking good, I love the engraving in the sculpt. The subtle detail is nice but I have my doubts about how visible it will be in the bake, are you planning a 4K texture?
@dobrich Post a thread! Best way to get guidance and feedback.
Looking good, I love the engraving in the sculpt. The subtle detail is nice but I have my doubts about how visible it will be in the bake, are you planning a 4K texture?
@dobrich Post a thread! Best way to get guidance and feedback.
oh yeah. I will bake normal, Ao, Cravity map... etc with text size 4k
You've got too much geo in the tube part and not in the handle. Also where those two bolts are and you have a cut away, they should just be baked in to the normal. No need to have it in the geo. Same goes for the thread.
You've got too much geo in the tube part and not in the handle. Also where those two bolts are and you have a cut away, they should just be baked in to the normal. No need to have it in the geo. Same goes for the thread.
" You've got too much in the tube part geo and not in the handle. "
This information will be with hands held by I to less polygons| " and not in the handle. "
This details the long, large and important to me for many more polygons. " Also where those two bolts are and you have a cut away, they should just be baked in to the normal. No need to have it in the geo " Sorry, vì EL speak not well, you can mark this information is only okay?
Thanks for Comment, but I will note it and draw lessons for next time.
The green area has more polies than what is needed. What are the vertical loops adding? The cut away into the tube as well could just be baked in to the normal. You could keep it the amount of roundness that it is at the moment but the handle will need to be brought up.
The orange parts are parts you could just bake down and get rid of the geo all together. With the bolts/screws could you bake them down or at the very least get rid of a lot of the polys.
The red part obviously just needs more. See how at the bottom of the handle is jagged in the bake?
It is a a great looking model though, and I am keen to see it when you get it finished.
The green area has more polies than what is needed. What are the vertical loops adding? The cut away into the tube as well could just be baked in to the normal. You could keep it the amount of roundness that it is at the moment but the handle will need to be brought up.
The orange parts are parts you could just bake down and get rid of the geo all together. With the bolts/screws could you bake them down or at the very least get rid of a lot of the polys.
The red part obviously just needs more. See how at the bottom of the handle is jagged in the bake?
It is a a great looking model though, and I am keen to see it when you get it finished.
Hi BucketOfNuggets. " The green area has more polies than what is needed. What are the vertical loops adding? The cut away into the tube as well could just be baked in to the normal. You could keep it the amount of roundness that it is at the moment but the handle will need to be brought up. "
Because it is too long, so I have to add the horizontal segment to ensure the normal bake as well as better shader. However I can also remove it completely after finishing painting texture, shader
" The orange parts are parts you could just bake down and get rid of the geo all together. With the bolts/screws could you bake them down or at the very least get rid of a lot of the polys. " Currently it is also emerging a bit and so I want this information to be separated it will look like and more realistic
" The red part obviously just needs more. See how at the bottom of the handle is jagged in the bake? "
I also calculate this information, as it is a bit of jagged wood like sometimes makes it more real and because the handle will be hidden away when people with guns
Thank you very much. Because the words enthusiastic comments.
I will pay attention to your words and comments will draw experience for all the following P/s: Hope you understand me and Sorry, because I speak EL not well
Great texturing, nice subtle details make it very realistic. I think what @BucketOfNuggets said earlier in the thread is still true - there isn't enough polys in the handle to fill out the shape, and you're getting jagged lines;
Which is a shame, because everything else is perfectly filled out with enough polys!
Great texturing, nice subtle details make it very realistic. I think what @BucketOfNuggets said earlier in the thread is still true - there isn't enough polys in the handle to fill out the shape, and you're getting jagged lines;
Which is a shame, because everything else is perfectly filled out with enough polys!
Thanks a lot The Rizzler and @BucketOfNuggets sorry because i speak EL not well, so I did not fully understand what mean your comment. Slightly less true that segment
should it need to be increased much further grid, so it would be better.
Hey dude, How did you sculpt this detail in zbrush? By hand or you used alphas. And how did you add it to your final picture above as a separate part? cheers
Hey dude, How did you sculpt this detail in zbrush? By hand or you used alphas. And how did you add it to your final picture above as a separate part? cheers
I make Unwrap. Then using photoshop to make motifs, use it as an alpha and Sculpt detaild in zbrush.
Actually thats what I am searching for like MONTH or so to make MY flintlock pistol but those decorations were a bit problematic.....And now that what you sent me, option like mask by intensity, to decor done one unwrapped part in photoshop. You are my hero!!! You saved me from heart attack.
Actually thats what I am searching for like MONTH or so to make MY flintlock pistol but those decorations were a bit problematic.....And now that what you sent me, option like mask by intensity, to decor done one unwrapped part in photoshop. You are my hero!!! You saved me from heart attack.
oh. Thanks you.
I think you should be on the website for reference, on which there are many tutorials by other artists. They are really great and I learned a lot of knowledge there. Ex: Pinterest.com, youtube, Zbrushcentral, and topics on this polycount..etc Wish you success and wait for your artw work.
Everything looks great! I would only suggest, like some people have already done, to add more geometry to the first gun By the way, I was also about to ask you how you sculpted the details in Zbrush. Much appreciated!
Replies
https://www.youtube.com/watch?v=UlTbMvqUIRU
Here are pictures of the details. Maybe I should build helix would be more accurate.
I will note it. Thank you very much.
Now Vietnam is night 2h
https://www.youtube.com/watch?v=6QYY7n2O0hw
https://www.youtube.com/watch?v=he68gpQ0M-g
Pinratest_01: 10376 Tris
Pinratest_02: 11786 Tris
Unwrap:
@dobrich Post a thread! Best way to get guidance and feedback.
Continue with bake map 4k: Normal, Ao, Cravity & ID Materials.
" and not in the handle. "
" Also where those two bolts are and you have a cut away, they should just be baked in to the normal. No need to have it in the geo "
Sorry, vì EL speak not well, you can mark this information is only okay?
Thanks for Comment, but I will note it and draw lessons for next time.
The green area has more polies than what is needed. What are the vertical loops adding? The cut away into the tube as well could just be baked in to the normal. You could keep it the amount of roundness that it is at the moment but the handle will need to be brought up.
The orange parts are parts you could just bake down and get rid of the geo all together. With the bolts/screws could you bake them down or at the very least get rid of a lot of the polys.
The red part obviously just needs more. See how at the bottom of the handle is jagged in the bake?
It is a a great looking model though, and I am keen to see it when you get it finished.
" The green area has more polies than what is needed. What are the vertical loops adding? The cut away into the tube as well could just be baked in to the normal. You could keep it the amount of roundness that it is at the moment but the handle will need to be brought up. "
" The orange parts are parts you could just bake down and get rid of the geo all together. With the bolts/screws could you bake them down or at the very least get rid of a lot of the polys. "
Currently it is also emerging a bit and so I want this information to be separated it will look like and more realistic
" The red part obviously just needs more. See how at the bottom of the handle is jagged in the bake? "
P/s: Hope you understand me and Sorry, because I speak EL not well
Hope you like it and Comment for me
Wip with 70%
I hope you will enjoy and comment so I can improve it. Thanks u very much.
I think what @BucketOfNuggets said earlier in the thread is still true - there isn't enough polys in the handle to fill out the shape, and you're getting jagged lines;
Which is a shame, because everything else is perfectly filled out with enough polys!
sorry because i speak EL not well, so I did not fully understand what mean your comment.
Slightly less true that segment
Continues with free time at the Studio.
Pinratest02_Wip 50%
http://www.zbrushcentral.com/showthread.php?187997-Shendoo-Art&p=1154725&infinite=1#post1154725
Ex: Pinterest.com, youtube, Zbrushcentral, and topics on this polycount..etc
Wish you success and wait for your artw work.
By the way, I was also about to ask you how you sculpted the details in Zbrush. Much appreciated!