Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
I'm going to share this little project I started last night! I saw a picture of a Hulk on Pinterest and thought, I want to do something similar. I started sketching with ZBrush using a head base I have, and something was coming out, but it was still a bit strange because I wasn't very interested in the comic book look. I…
Yeah I agree with what Eric said. I would also avoid adding too much detail until you're certain of your shapes. Try to also think of real world construction when you model . It looks like this end part is connected in terms of modelling to the rest of the boat. In reality this would most likely be 2 seperate pieces of…
Hi gnoop ! I've not used path tracing for rendering in unreal, but I've already used unreal as a movie renderer : https://youtu.be/0aSmQ8YHfxs https://youtu.be/QYRHkbMyfM4?t=101 (I used unreal 4 by the way, so I can imagine unreal 5 or next will do an even better job) You can output render passes, choose solutions for…
This is my blockout so far :D Edit:I have finished the high poly. I don't think I will make a pass on zbrush, the subd model looks good enough for the bake. What do you guys think?
So I've re-doing a past project to get better results and further my skills. I plan on creating multiple attachments and some variations. Some references and blockouts below. And what I have right now:
Thanks for the detailed feedback. It’s very helpful. Yes, I did light the leaves separately because with my current lighting setup they were not achieving the same glowing/translucent effect seen in the concept. However, I understand that this is affecting the overall lighting consistency and value hierarchy in the scene.…