I echo what Jose said, use lots of reference and figure out if you're working realistic or stylised. And even if it's stylised, use realistic reference. Stylised designs are derived from real life and real things, even if in an abstract or altered way. In case it's useful, here's a video by FlippedNormals that may help…
I agree with Per, to some extent. I don't have any experience with Silo, however. I don't really feel that Mudbox is "pathetic" at all. ZBrush has a lot of features that I never really used, nor did I have any reason to. One thing to take into consideration is the fact that Mudbox is solely meant for sculpting high…
Everyone with experience will tell you zbrush is the standard for sculpting, there are no 'buts or maybes'. That's not to say we don't use both. A lot of people use both. Mudbox is great for texturing but zbrush just overwhelms it in terms of sculpting. Plus pixologic gives you constant updates for free, unlike most apps…
Increasing rez+enabling projection works...however...it doesnt help me work the way I like to (I dont like sculpting blockout stuff on high rez geo)...doesnt make sense to me. Ive basically come to the conclusion that im going to detatch the fingers+toes...deal with that later...even though I prefer to work on things as a…
I actually think by default all ZBrush models are "hollow", at least that's been the impression I've gotten when sculpting, which makes sense, no point wasting memory on polygon information that wouldn't be visible or relevant. I know that there's a trick in ZBrush that allows for sculpting of really high-poly models…
Try changing the settings to these: "Single" instead of "Multiple". Un-check "Unify" and "Obj smooth groups", in the Smooth Group box leave it as "1". Probably a good idea to turn off Center Pivot too, to preserve the pivot between apps. Try turning off "use materials" too - those are the settings I use (everything else…
Hi guys. Im just working on a couple of models that will soon need to be textured and I'd like to create the diffuse by polypainting it in ZBrush then finish by touching it up in Photoshop (normally I would just do the whole diffuse in Photoshop). My problem is that I have no clue on the workflow used when doing this, for…
www.artofgiles.com gilesruscoe@googlemail.com Character artist seeking both short term and long term character art or prop creation work. Experience with multiple clients and experience with both mobile and pc/console creation processes. Previously I have been responsible for creating complete character models based on…
Hey there! We are looking for a talented 3D Environment Artist to join Dark Stork Studios. This is a full time in-house position, please do not apply for freelancing/contracting or remote collaboration. Requirements:* Exceptional skills in 3D modeling and sculpting; * Basic understanding of human form and anatomy; *…
I just don't get why so many companies think that, in order to offer a subscription model, they have to rid of perpetual licenses. Just offer BOTH, like Allegorithmic was already doing. Also, why get rid of the "rent-to-own" model? That was the perfect middle ground between subscription and perpetual licensing. If you need…