Another quick study, decided to try out some hard-surface shapes this time, only ZBrush primitives and Dynamesh Master (no modeling). Study 28 - ZBrush Hard-Surface
How many rays are you using? For this large surfaces go to 512 or more, save 16-bit tga's and add a surface blur in photoshop to clean up any artifacts.
My recommendation is to set yourself projects with the idea of practicing or learning something specific. Like as a character artist if I want to practice making hair for example I'll focus on a project based around that, or if I want to practice human anatomy I'll make a character that requires good knowledge of that. If…
I'm always blown away by people's hard surface in ZBrush. Do you find it's faster than using something like Maya or Max for hard surface? Looks really cool.
mouse? you mean the puck, that strange thingie with a carpet surface glued to it's bottom? best use is probably to spray the carpet with cleaning fluids and then rub the tablet surface clean with it once in a while
i kinda think you need some more colour in the metal, blues for surfaces looking up, browns for surfaces looking down. sky-earth technique is great for matte paintings.
Hi! I think in your latest image, the gaps on the ramp look too exaggerated: The width/depth would impact the skating experience (getting stuck?) and visually it breaks up the surface too much. Perhaps thinking of the structure underneath, that the plywood is screwed/nailed to, will help you find a solution. If I had to…
I find this separating and piece re-naming tedious and annoying . In many cases you have to keep UV on hi res. Especially when you start from low res and detail it. Sometimes UV on hi res is necessary just to do small details there. Then it's just baking object space normal map and converting it into tangent space in…
I wanted to work on some low poly hard surface models. I need to work on texturing, especially hard surface, so I would love to hear some critiques on the Makarov texture(or anything else). other two are high poly still.