Hi there again :) I think there are two aspects to this really. First the purely technical side - as in, what is 100% required to get perfectly mathematically accurate results. This includes making sure that everything uses Mikkt, that all the triangle edges are set, and so on. It's great that this thread is going over…
Yes that's what Shrike mentioned. I'm going to scale it to fit his hand snugly once I've posed his hand for it. Looking at the handle I think all of it could do with being more "chunky". So I think I will be making the handle wraps thicker and give them more shape.
Hello new here. I been out of practice and started a refresh by modeling glock. Im currently at the handle section. I have an idea on to build the grip section the solution was wire deform and maya live but come to realize it may distort the square bits. So I was going to use joints instead. It seems a bit tedious, i was…
As @kanga says, if your aim is to create a real-time character then forget about messing around with posing and layers and over complicating the mouthbag. If you want to experiment with posing and layers in ZB then do it in a more focused project. As it is you may end up frustrating yourself by taking on too much at once.…
I'm lurking this forum for a very long time, but now when i see somebody is modeling Beksinski's painting (what i want to do in future, when i gain decent organic sculpting skills) just have to log in and say what i think :) At the begginig i want to say that you've made great work already. Undeniably above my own skills.…
For anything non-modular that doesn't have exact measurements/surfaces, you can pretty much start from scratch in Zbrush, no need to really model by hand in the very beginning for that type of stuff. Of course you will just about always have to build a retopo somewhere else after (essentially you either model before or…
Dude, your sculpts are looking really great. It's a little hard to find much to critique, but here's a couple things I thought. A. This crack seems a little weird because it looks like the same crack is running from one rock to the next makes the two feel connected even tho they are not. If something did hit them or the…
Hi! It looks like you may have made your model in zbrush, and the model itself is pretty messy, which is not helping you out here Things like this draw attention away from your textures and give the impression that you didn't want to spend the time to clean up the model. Did you do any research or find any references to…
Just set your hard edges by angle for the low poly. While also cutting UV seams at those hard edges, give some space between these new shells. Shading-wise, it should look like your high poly in this case. It impossibly tight bevels on it- I would have thought that was your low poly if you didn't say so. You may want to…
The hands still strike me as lacking bone structure. You probably sculpted them in open position, but without a pretty good rig its hhard to get realistic curling. Same issue I had with Durga that I didn't fix. I have no idea but I wonder if its typical in high end character studios to have a blendshape correction to get…