If we use creasing in maya we just smooth the object in maya and send the smoothed version to zbrush. Or we use scripts to convert the creases to real bevels. Or we use scripts to convert the geo to a sculpt mesh. Or we dynamesh it in Zbrush. All that depends on how clean you need the topo in the end. Short note on the geo…
The Unify will simply scale the object according to his bounding box to match a 1*1*1 Zbrush's unit Cube. It's perfect to quickly scale a mesh and avoid problems with brush size for exemple or use dynamesh. But the scaling method explained by Dan Powell is the way to go. I have the same issue with maya, most of the time I…
imho Zbrush is one of the cheapest 3d software in the long run. I`ve bought it 4 or 5 years ago, received lots of useful updates - all for free. And 4r8 is coming free of charge too. Compare that to subscription based software which usually dissapoint on new features. If you just want to try sculpting, Blender has quite…
I'm very pleased with it. And the fact that it's non destructive makes it even better. Took me ~10 minutes to get this: Brought it into Zbrush, DynaMesh it and polish to soften the edges - maybe this can even be done in MODO? And because I got all of the 'Lego' pieces for it in MODO it was also very fast and easy to get…
You need to work on your highpoly/sculpting fundamentals. The sculpting phase should be something where you build the details in sub division- by sub division, or getting rough details with dynamesh and then refining ona final sub division or 2. It looks like you are going really high, then adding details, where you build…
Yeah just tried that, I can't seem find a good solution. Anytime I have something sized "properly" (using cm and trying to make a human the average 165-170cm tall) in maya everything in zbrush wants to murder you! The problem seems to go beyond the dynamic feature of brush draw size. Dynamesh works off of the same scene…
For your fungus example above I would create the spots using nanomesh, assign a polygroup and use the polygroups to polypaint feature which enables you to then bake a matID mask(based on different vertex colours) which you can then use in S Painter to easily mask out different materials. You can also retain polygroups if…
Quick Update, I'm going through and re-hauling anything I don't feel looks quite right as I try to push myself to a higher quality bar. Here's a quick update though some of it may look like taking a step backwards as far as detail I am fixing the silhouette to read better, also gave him more of a manly figure. Some pieces…
Hi all. Sorry I haven't replied sooner. I have been beyond busy lately... Became a father last summer and changed jobs so it's been hectic :) I recently started collecting inspirational material and I would like to blow some dust off these files. I hope I can get some time to start working on the head/face and then develop…
The Reaper sculpts art test closed so Im going back to the Elf Archer. I specifically had issues with her face and her belt/sash piece. After separating the head from the rest of her body I was able to dynamesh and close the mouth and eye holes so I could get better detail there. Next up will be to give her the eyebrows I…