This was a project to help me in a few areas, to practice my realistic stylized art, and to get more aquatinted with blender. I think there is still a lot of improvements I can make to this texture wise. but for now I'd like to move on, I will for sure come back to improve this later.
An attempt to model a picture on digital-art-gallery by Sujin Oh for practice purposes. I know it's lacking in many aspects, especially the hair (I'm sort of confused what to do with the hair).. critiques&comments are greatly appreciated.
I just found out the model I made after exporting back into zbrush seperated the geo allong the edge the normals where flipped. How would I avoid this? is there an export option ive missed?
I have a low poly mesh riddled with tri's and an edge flow that's not ideal for highpoly. Curious if zbrush's retopology tool would be a good idea to just import the mesh and retopo the low before building it into a highpoly. Other wise I plan on rebuilding/replacing different chunks of the mesh as I go in maya. Just…
ok, so my initial sculpt was made using arshes basemesh (i love it.) but now that it comes to the actual normalmapping part etc, i've rebuilt the low poly mesh to the point where it no longer resembles the basemesh, and has many new/removed verticies. is it still possible to import this new low-res mesh into zbrush and…
Pretty much what the title says. For some reason I've managed to turn my brush from red to light blue (I've included a screenie). So could anyone help me out by turning it back or switching it off please?
A project I'm working on. This is sculpted entirely in zbrush. My next step is continuing to work on the hands and defining my details. Afterwards I will re topo him and project this as a normal on a low poly version. I would appreciate any feedback on him and what I could improve upon.
Hello everyone, I am hoping to get some some critiques/feedback on this model. I worked on it last weekend in ZBrush. I am definitely still learning so feedback is very helpful. I have been told in the past that my models tend to look 'doughy'?