In my off time while I'm doing these projects. I'm reallly enjoying it so far. MOdeling these without the aid of Either Dynamesh and, or Mesh fusion really requires me to adapt a different mind set. My thoughts have to become much more meticulous and over all much slower and more thoughtful.
Phew, not even sure this is the most promising path for the dev team.. that certain 'clunkiness' to Max's viewport and UI and brush system make it seem like it'd be hard to bring up to par for a good sculpting experience, really. I'd much prefer better booleans/dynamesh or further focus on poly modeling, for instance.
You can use Zbrush for the entire modeling process at the beginning. Tools like Zspheres and Dynamesh allow you to ignore building a bash mesh and get straight to sculpting. Zbrush has retopo tools but they're a little bit lacking in my opinion. Getting a lowpoly/retopo may be easier in a different program.
Neither of these are that bad and are much better than my own first attempts at zbrush. The face is a pretty decent block in. My opinion, drop the dynamesh division level to make it easier to deal with blobbiness. Treat a sculpt the same was as your 2d, block everything in first then refine, refine, refine. ...And don't…
How do you mean? Like exaggerated proportions you see in anime? And the Zremesher is a good call, I'll see what I can do with that. Is it better to use Zremesher and subdivide for more detail once the general form is down, or increase dynamesh as you go? Cuz I've been doing the latter
Ok so that definitely wasn't my plan, ill remove that specifically, along with all the other clothing until i get my anatomy correct Thanks for the feedback, I'll lower the resolution on dynamesh and block in more forms today, was only going to be a bust but I'll just push it further. Thanks guys!
Hi guys, I started a new charater for the game. I will share my whole process with you ! Here I just drafted the whole shape and proportions with dynamesh. I will start to add basic shapes for the armor and props before adding details. Here's my design Here's the body so far
Hello everyone. I'm started a new personal project. I wanted to create a custom weapon, and my choise fell on submachine gun "LWRC SMG 45". While work on the upper receiver is almost finished. Everything else is in the blockout stage. I use live boolean + dynamesh workflow in zbrush. Blockout in Modo. Ref board:
Started working on a second one. I'm deeming it Dead Pulse for now but not sure. I'm looking for Alien inspiration on this one so I referenced a lot of H.R. Giger. Started in PS but didn't care for the direction. So I split it up and dynameshed the pieces in zBrush so I'm gong to try sculpting a bit of it.
How come I can GoZ export models with horrible geometry in max, but anything non quad or tri zbrush chokes on if they come from maya? With dynamesh and zremesher It is nice to be able to throw horrible geometry into zbrush very quickly. Just curious if there are any work arounds for this so I can continue modelling like a…