This is my final for my current class at Full Sail University. I was supposed to make a likeness sculpt of my choosing so I chose Dmitry Klokov, a Russian powerlifter, so that I could really try and learn my anatomy with some extreme musculature. I think I did a pretty good job, but I know that I still have a long way to…
Yeah. Was researching various methods, couple VDM 3D Alphas, but they make less than satisfying fits, when I draw them beside each other in rows. The best looking 'fine-small scale'-technique for the body I found so far is the tiled alpha method via noise and that will need zremeshed polygroups. Finally hand-inserted…
Hey there everyone. So I wanted to do something a little bit fun this year with my business card. I've been trying to get the hang of doing a more stylized sculpting method, and then translating that over into a hand painted style, so I thought I'd take an opportunity to hone my skills with this little project. Here are…
Pterodactyl - Basemesh to engine Hey there guys i was just looking too get some feedback on a university project i started along side my final year project. Its been neglected abit and bit rushed because of my final year project taking up so much time this year. The pterodactyl character is based off a combination of…
I am working in Zbrush with a single sided plane that I have added a substance height map to the texture to displace the plane. I am now trying to add some thickness to the backfaces of the plane. I have been looking around and have found how to add thickness to a thin object with the Zmodeler brush. However since this has…
I'm experiencing a strange problem with my mesh: I started from a sphere and started moving stuff around. I dynameshed it and then started sculpting in details. I subdivided the surface to add more detail and noticed whenever I work on an area I get the problem above. It goes away when I smooth it, but it reappears as soon…
Pretty much the title :D I tend to use the "Grid->Front-Back" Method, but now i am not sure but i guess i have to sculpt in dyn. perspective but when i do this, its kinda hard to get the exact view angle again after i rotated it... What is your prefered way to use references in zbrush?
I've been working on a piece for a character class in which we have to pick an existing concept piece and model it. I decided to pick this guy from Darren Bartley's (fightpunch) "Substrata Land Dwellers Lineup" to work from. So that class is done, and this is what I ended up with. I honestly bit off a tad more than I could…
Works now :) Gonna post the concept here just so other people can do some comparing: Yeah, the face could use some work. The Ironman helmet is one of my favorite helmet concepts of all time. It's got really nice flow to it. Remember to angle the chin forward a bit, and bury the mouth more. Try to get those nice cheek…
I'd like to just continue sculpting in details and variations after I have my initial brick layout, dropped and tilded around. But the best way is projecting a grabbed displacement map over a new plane would get me back into sculpting mode?