your zbrush work is really "serious" looking, i spose it should be since textured models are the more cute variety. youd be good at making comics become more realistic and scary.
Zbrush draft sketches of a girl. Now I'm playing with main forms and lines in order to find appropriate silhouette. It's to difficult to abandon the idea of ballerina's legs although they're not functional enough...
kk shaded the armor sepearately, and softened most of the normals hopefully this clears up the general design a bit. Should be starting him up in zbrush soon. all crits welcome! -Woog
Neat. So the process as described would also work with renders out of ZBrush, where you would paint flat colors for the ID's and render using the Flat material? That about right?
Awesome work! Thanks for showing the textures. Are the greenish red spec tiles on the left matcaps from Zbrush? If so, what are you using? Are you using the red and green for spec color?
smart and surface blur are brilliant for creating heightmaps and brushes for zbrush for alot of things when theres too much high frequency in the Photosource... i especially like it for conrete cracks and the like
I updated the model quite a bit, learned a lot with this being my first time in Zbrush. I think it is much more flushed out. Added clothes, and refined many edges.
Typically you want to just model the blade and the sharpness of it in a normal 3d app like max or maya and add details like dents, cuts, and notches in zbrush, it'd be quicker and cleaner.
That has happened to me before in order to fix it you have to go back into max, select all of the faces on your mesh in editable poly and click "flip" then re-import into zbrush.
I am calling this done. Likeness is hard. This is my sculpt of Daenerys Targaryen the Khaleesi from the Game of Thrones. Hopefully she she looks like her. Sculpted and rendered in Zbrush.