WIP of another anatomy study. This time in Zbrush. I started out by making a base with zspheres. Unfortunately I didn't think it was nescessairy to define fingers or toes with zspheres, so I had to dynamesh the crap out of the mesh to get enough geometry to work with.. :P
I export the lowpoly meshes from Maya 30 Tris to Zbrush then I use dynamesh on a level of 800, ( can go 1000, depending on how exact I want it). That will get a nice amount of denisty to the mesh but aswell enough to keep my original shape.
If the sculpt is fighting against you, re-topo is not a horrible idea, I've seen people mostly do this when they start with a generic basemesh and they really change up the proportions and start to really stretch out the polygons. But I would agree dynamesh is the better option these days.
This is another piece I'm currently working on. The purpose with this sculpt was to do everything in asymmetry, to develop a real gestural piece and to make it feel like clay. All in dynamesh. This is still a work in progress, still have to work on primary forms and proportions. But this is a temporary render to share the…
Shitty 3d screenshot time! Everything's UVed and ready for Zbrush, yay!! I'll post more nicer stuff when I have some details sculpted in. I'll use dynamesh for the hair, so no base mesh for that. I need a name for her. Any suggestions?
Awesome work! I'd be interested to know how you made your armour? Did you Block out some low poly in another program then drow into zbrush and dynamesh those nice golden trim bits? Either way can't wait to see more! :)
@MarcoAntonio Thank you! Im just using Polish or Polish Crisp Edges in Deformation panel. You will need a quite good topology to do this, I was doing dynamesh before every polishing. Also in some cases you can just paint with smooth brush :)
so if the red is the outline of the obj that I attached.. so that is my base shape, what would you use as the green area to get the various shapes, extrusions, edges etc? Also, would you be using dynamesh or just subdviding to get more polys in play?
I'm finally starting a journal/sketchbook after all these years. Feel free to post in here with crits or comments. To start things off, here's an Orc head I recently quick-sculpted in Zbrush for practice. I started out with a sphere and used Dynamesh to get to this result. Total time: 2 hours.
@JamesBrisnehan Does Mudbox have a dynamesh equivalent? If so, uniform polygons wouldn't be a big issue. @ClayStewart Would be cool to see you start the process in the sculpting stage, might make your pumpkin look more organic in the end. This is a good base to start your pumpkin sculpting!