hes too high to do a fancy render but heres the high poly pretty much finished :) And his weapon with over the top scratches :) will work nice on the normal map next is poly painting and praying that zbrush doesnt crash :) I got him in seperate files so hopefully its ok :D
Neox: I'm very curious on how you did that hair block in. Is it just done with regular planes and tweaked to liking? are they done in zbrush? Mind that I am learning how to 3d modeling, and hair is giving me quite a bit of trouble. Thanks for any input. Heres a picture for the talk. WIP... -Frank
great sculpts kite, fuse and adam! (also great renderin there adam) zbrush sketchin from the other night... tryin to figure out what kinda costume to give him edit: there's gonna be a stylish glass dome over his brain to protect his thinkin machine from people like arrangemonk heh
HAHA! This sounds like every post to a problem on ZBC. Part of the fun of working with Zbrush is discovering those work arounds, it's like getting a purple drop. I'm really like MB right now though. Because I own a license of ZB, I'll def give 4 a try and see what happens.
Awesome, I love how you can just pull and pull and pull and it'll create geometry on the fly, it's something I really miss on ZBrush. I reckon it must be difficult (if not impossible) to make this work on any mesh, or even a default quadrified basemesh, but at least make it an option, to use an all tri mesh but have this…
I'm trying to teach myself to make high poly models and learn me some zbrush. I'm a traditional sculptor as well, so I'm hoping it'll feel more intuitive for me. Also working on my environment portfolio and making the Phantom's lair from Phantom of the Opera based somewhat off the designs from the musical.
I assume that roBOT's workflow was as follows: model and subdiv all hardsurface parts in max; bring that stuff into zbrush, apply unified skin and reproject the details; sculpt; decimate; and pop the final mesh back into max. I might be wrong here of course; if that's the case I would love to hear about the workflow too…
Robert Downey Jr.? Looks great and welcome to Polycount. If you are making the renders in Zbrush 3.5 R3, double the canvas size and then hit Ctrl+0 or click on AAHalf, it will give you AA effect on your models so they will not have those ugly dents ^^ PS: your Image files also said it was Downey :P
gir, I'm curious what the model looks like out of zbrush, any chance of a screen in max/maya/whatever? Off the top of my head, the jawline is the biggest difference as well as the nose shape, and possibly the head width? These refs are great for texture work but the lighting is so even it makes picking out the shapes much…
Working on a little something, something to go along with the stairs from yesterday. Not much spent on these yet and still super wip but figured I would share. The surface noise is just a toggle inside of zbrush and not sculpted in detail yet. Still working out the chunkyness of the shapes and will play with those before…