Hi Everyone!. It is my first entry in a contest like this. I've been a fan of league of legends art for a long time, So I decided to create my own model of one of my favorite characters Tristana. I will try to achieve cinematic quality similar to the short films produced by Riot. Since it is one of my greatest dreams…
Greetings! I'm a long time lurker finally trying to get back into 3D pretty seriously again. This character is an attempt to jump in and push my abilities further than before. I'd say I'm still pretty novice but looking to venture down the game creation avenue of 3D. So I plan to make this an optimized game-ready character…
Hello guys! I'm relatively new self-taught 3D artist. I would like some advices about film/cinematic modeling from you coz I want to learn, practice and build my portfolio in that area. I use ZBrush, Maya as main softwares, and now I'm looking forward to use Mari as a texturing tool. My inspiration is Blizzard's World of…
hi Guys, I have my 3dsmax scene Unit scale 1 unit = 1 cm, to work on unreal scene, unfortunately zbrush GoZ doesnt like this setup , ( unless i use fbx of course ) we wont have move tool works properly. ( tried to find the solution in google with not much solution unless i use snake hook ) . as well as other weird unit…
Made this thread to document a project I'm working on to learn ZBrush. The Project is based off of the ZB 3.5 Flying Stingy Thing tutorial by Joseph Drust. My model will be based off of the Final Fantasy X Wasp concept. I started this a couple of days ago, so this post will have multiple days work. Thanks for checking it…
Even though I've got some final-looking presentation pics, I'm open to critiques and general feedback for this character. I'm going to complete a character every week or two for the next two or three months (pretty ambitious for me) in my free time, and Bazooka is the first one. Brief explanation of my process: -ZBrush:…
In my opinion, it depends. Therein, for control it's usual best practice triangulating prior to render/baking down your HP both primary and tertiary details too the low, mainly due to differing mesh data processing between IDEs. However implementing boolean operands, if your topic context is further individual hard surface…
trevor: the what? i have NO clue what you are talking abou!!11 :P Tdub: well some things needed to be changed while working on those, be it because of the art direction, or tachnical limitations, because all characters have the same rig. maybe i should have worked over him for the webplayer, like i did with the…
Gillmeister74: Thanks for the ideas and suggestions. I definitely agree with them. For what it's worth, here's my blockout pass: This was my first experiment trying a ZSpheres based workflow. I found them pretty easy to deal with, but making hands was a pain. Also, after a while I saw that dynamesh merged a bit of the…
I think a more modern approach is to begin in ZBrush without a base mesh, then when your high poly has been set in stone, you retopologize it to get your low poly. From there you can unwrap and make your cage, then bake everything in xNormal. This method minimizes how much you have to swap between software. Starting with a…