The resolution of the skins will depend on the size of the mesh inside of zbrush (as seen in the preview window). So you may have to scale the object smaller or larger using the Deformation subpallete and try again. Try to leave ample space between the fingers in the base mesh when possible. Even if you have to exagerate…
it seems your subdivision level is all over too high... thats why some forms look so bulky and uneven, i would zremesh or dynamesh the head to a much lower density and rework the forms of the head. then work yourself up slowly with the details and try to get the sculpt clean and nice i think the small gap between the nose…
Put other project on the backburner to follow some tutorials instead. I think I bit off more than I could chew with her, so I'm taking a step back to learn some more techniques. I need to completely redo her head, there wasn't enough geometry to make her eyelids properly, so they look really mangled up close. Going to…
Guys while I was using the first base mesh those triangles were making headaches for me and were not letting me make a smooth inflation.Here: That's why I decided to make a new base mesh. but then at the end I decided to go on with the first sculpt and used dynamesh to solve that problem. Is there any other way of solving…
Lo-to-hi is easier if you know what you are gonna be creating. Like you got a concept or it's something you've done before. Saves time with retopo is the main benefit, but overall more efficient as clean topo requires less subidividing to get your details. Blockout in zbrush with dynamesh or sculptris is better if you will…
i've done this kind of look (project not published yet) and since time was a factor i did use splines in an external modeller to achieve it in part. 1. fibermesh haircut as a base -> export as splines 2. import splines into blender (or 3ds max - same technique) and render as geometry. adjust shape, thickness, rotation of…
THIS MEANS Dozens of tutorials and dozens of ZBrush hours the pipeline for this module will be a lot different than previously though! Starting with a base mesh (using a lot of references) in 3DS Max- because it is easier to define in 3DS Max instead of ZBrush. There were plans to dynamesh the 3DS Max's topology, to…
@Cordero -- thanks dude! yeah I'm currently trying to achieve that effect-- I'm tweaking the textures still, and it's coming along.. I'll post soon! @hunterscor -- Hey man. I base mesh everything in 3DS Max-- well actually that's partially true-- for this project, I quickly dynameshed my shapes in Zbrush, and then for some…
The green line is the thoracic arch. You can start with anything you like: formless basemesh/NickZ model/dynamesh sphere/Zspheres/whatever.....it really depends on how in-depth you want to study anatomy. The more basic the original form(i.e a sphere) the more work you have to do and the more you'll(hopefully) learn. I…
* The trim brushes can help get the planes started for the polish brushes to use. * You'll also want to look into their videos on using the deforms (polish by features & polish by groups) to control the results using polygroups. * Sometimes it helps to do the dynamesh stage pretty quickly (just get the main shapes down).…