with that much detail in the sculpt , I'd expect there to be quite a difference so there's got to be something else going on. might be worth uploading some pictures of the bakes / renders
isnt wrap more used to transfer existing topology onto a new mesh? say you have unified base topo for heads in your game, with wrap you can transfer that onto any newly sculpted or scanned head?
Should I start sculpting the details now at this stage? Or should I hold off on that and work a little more on the current sculpt? The screenshot is in 35mm focal view in Zbrush and with dynamic perspective on
thought I would throw up this Kimono sculpt I did this week. Was intended as a speed-sculpt but I ended up spending around 4 good nights working on it. I am trying to get better at modeling drapery.
im talking about stuff like this: http://www.curtad.com/knight/knight_3.jpg like how is it possible to sculpt stuff like the clothes without messing up the skin underneath, or sculpting stuff like the belt buckle?
Here is my WIP: (First attempt at Fibermesh) I still have to sculpt the eyes, color the skin/eyes/hair, add a bit more detail overall, and sculpt microdetail (pores). Any critiques/ comments are greatly appreciated. Thank you.
What is your favorite matcap to use when sculpting "organic" like things (examples: anatomy, cloth) What's you favorite matcap to use when sculpting hard surfaces (examples: armor, robots) Thanks!