Thanks for replying cryrid! I changed the material to matcap which has improved things a bit but it's still very dark. The sculpt was created in ZBrush using DynaMesh, the lighting issues persisted from the first ZSphere through to now. I've opened the program a few times and it has remained this dark. The suggestion by…
ZRemesher just changes the topology of your mesh to one where the edge flow is optimized to allow you to sculpt in more detail, and gives you the choice to work at lower sub D levels if you need to. If you want the above mesh to have higher resolution just divide it again and project it on to your Dynamesh model. As a side…
Boom Finished, kidding cosplay Really liking her orange yellow gradients with the blue, wanted to try that out with a bit more saturation. So, turned my dynamesh rocks into tools, reduced them to about 500-1k polys each, then divided a few times and reprojected to get my details back on a poly paintable mesh and started my…
The method I use is to create a low poly and project the Dynamesh details to the subdivided low poly sub tool. From there I UV map the low poly, generate a displacement map, and apply it to a square plane and use the GrabDoc feature under the Texture menu (the document has also been resized to square dimensions). There is…
@Jakub , @BigErn Thank you very much! For the clothing I just used Zbrush. I extracted the parts from the block out and then used Dynamesh and Zremesher. Folds were all handsculpted so far but need some cleaning up. I was planning to document my workflow once I am done. @Sunray Thank you man! Yeah maybe I should just do a…
Yeah, sort of blurring the lines between realistic and cartoonish I would do plenty of things differently in hindsight, this was before I discovered the wonderful power of Dynamesh, lol. I do take issue with some of the proportions, indeed The general idea was a not-quite-human zombie creature. Sort of walking the line…
I've been testing each beta toward 3.7 (as many here i'm sure), just try the new surface sculpt mode: activate removestretching on a surface brush, start brushing and just watch what happens. For those interested: it's a dynamesh++ for each stroke ! with enough res (and you can push it MUCH higher than zbrush) you can…
Usually I only ever use decimation master to bring it down to a workable amount of tri's for exporting/baking. I would try to keep from decimating anything until you are done sculpting on the mesh altogether. If you need to keep things at a workable level, then split it off as a subtool and hide it or keep the individual…
Thanks JadeEyePanda! There's a lot of good information in your critique and I'll definitely be taking a step back to address those things. I'll lower the detail level and work on the things you mentioned before moving on (shouldn't be too hard as all I've done so far is Dynamesh it - probably just at too high a…
Started a new sculpt! Of this character that I designed for a 2D animation idea I had about pole dancing: So here's a work in progress of her: I've been using the sculptris Pro mode a lot recently but actually have been finding it drives you round in circles a bit because of how easy it is to smooth everything down and…