Too bad you did not spend more time on the concept. (Note: Use Shift to draw straight lines in photoshop, or a ruler if you are doing it by hand, for the weapons, this really look like you didnt care) You really should have worked from references. In my opinion, for a royal gard armour, it doesn't look that…
Hey Guys, I am working on the boss character of the game right now! Here is my WIP so far -> As this character is very huge and made up of different subtools I wanted to ask some pipeline regarding questions: When I finish the sculpt with all the subtools in zBrush my plan right now is to color-code the different subtools…
Welcome to polycount! :D I am going to address more what you said than the work itself because so far that seems to be the biggest problem. So with this statement I am assuming you sculpted a highpoly from your basemesh and then you cast to the basemesh. I would say that this is incorrect. A basemesh is only meant for one…
Quick response while I wait for addonbuilder to finish doing its thing: 1) It depends, neither are inherently right/wrong. If pieces need to deform (move, animate) they will be separate pieces (like the trigger of a gun). If not it's usually better to merge but it really depends on what you're doing. Relevant reading here.…
So the highpolys look good, not much to say there, aside that edges are often too sharp and that results in not so great bakes. For the lowpoly, you use way too few quads, the silhouette and forms should look flawless. The lowpoly should look like the highpoly as an ideal result, so give cylinders more sides per example so…
I thought a lot of people would appreciate this so I made a mini tutorial about it. So there is a simple and fast way to bake displacement and subdivision into lowpoly meshes inside the editor, using the editor modeling tools. It goes like this: 1. Enable the editor modeling tools in the plugins settings. This will require…
Hi My first topic here. I'm a noob in the 3D modeling world, making models for less than a year. This is my second diorama model (the first can be seen here: https://www.artstation.com/artwork/3ZoVD). This one is to be a Skyrim fanart. All the modeling was made with Blender, the textures came from baked maps and made with…
Hey PC, so I'm creating this thread so can I dump my studies whether it's 2D, 3D, texturing or whatever. I need crits! MARCH 15, 2013 - PROJECT 02: FUTURISTIC GUN SKETCH [2D] OBJECTIVES: -Practice line weight -Practice perspective -Practice sketching complex round surfaces. TO-DO LIST: -Block in values -Clean up lines…
Alright so I'm having issues with retopping in Zbrush, well I guess more problems with projection than anything else. I have a model that has separate subtools embedded into the main body of the model. When I try and retop over the entire thing and project the details onto the lower subdivision I run into the following…
Fist of all, my workflow: I sculpt my highpoly model in Zbrush, then I polypaint it with the realistic textures (via spotlight), then I export HP model to xnormal where I bake "Highpoly Vertex Colors" into diffuse map. My lowpoly model is of course properly uv mapped. Now the question: Did any of you guys find a way how to…