That looks really nice, I thought you were going to replace your wall with it because of the angle it's at. I can never get high enough resolution to do high quality polypainting, always comes out pixelated. Is each block it's own subtool? How many polys are in each block either way, 2 mill?
Zbrush is basically trying to capture the difference between the current subdivision level and the maximum level when you bake a displacement or normalmap. If you bake at a high level then you're going to have less and less difference between the geometry and so your map will contain less information. Polypaint is the…
Hey @kertesz! It looks like you're off to a good start, but I would strongly recommend getting those initial face proportions as close as possible before you worry about any polypaint or hair / facial hair. That being said, I'm really looking forward to seeing how this shapes up. Keep working at it, man!
Whew... texturing makes me fall asleep. Here is my progress on the Polypaint. It's slightly more than blocked out. I will finishing it up in Photoshop after I render out the maps. What do you guys think of these colors? I am trying to follow the concept but I am not 100% sold on green bewbs.
- Export to a regular 3d program often, and be aware of the type of lens used in your photo references. - Avoid shift-snapping to front view in Zbrush at all costs. - Polypaint/project some basic skintones as early as possible, and also take the time to build a basic eyeball as it will help you shape the eye sockets…
Yeah, I've been having a go at retopo in Blender, but was just wondering if there are better ways to go about it - seems like there are a lot! I feel like ReMesher can do it but I maybe need to use Polypaint... or just find a way to stop it destroying those areas... I just can't seem to figure that out haha.
Ok, so I finally got around to doing a detail pass on the face! I also fixed up the polypaint to be more accurate. And here's what it looks like with the hair blockout. I wanted to get the rough volumes around the head in place before detailing the face, to get a better idea of how the likeness is coming along.
Thanks for the crit Mike, but I actually decided to go for the other style instead haha sorry bro, but yeah here's the final hipoly decoration piece with polypaint applied, it's really not that dark, but doing a "best" render in zbrush seems to make it darker. I'm actually pretty happy with it, any crits would be awesome.…
fixed anatomical errors but I just found out that the pectoral is directly connecting to the deltoid which looks a bit weird this is a quick polypaint and highpoly render in toolbag just to have an idea of what the final result would look like. Of course it needs an emissive map for the effect I'm trying to get on the…
creamsodaser, use a different mat cap. It's giving people not useful lighting information and it just looks messy. Stick to a grey clay matcap, try to keep it readable for now. That includes no polypaint. You can worry about that later, doesn't help your sculpt right now by hiding the surface with paint. Nice progress…