It's never too late man! :) You're spot on. The ears have been neglected for too long, i'm working on the head today and they are getting some love <3 edit - update! I hit the polypaint and microdetails hard today and fixed up that ear too. I wanted to get into building the hair alphas but i was having too much fun with…
For the ornamental stuff, I would assume some sort of alpha is generated and then used to stamp the elements in, and then beat them up a bit having each look relatively unique. As for the vines I have no clue. I know one of their texture artists did a video where he does a texture for a cliff face.…
Since 2D art isn't my strong point, I've figured I could explore the detailing with my sculpting (when I get to it). However, I've firstly created my own Nami base to start with! I hope everyone can tell me what they think along the way! Also, I want to further explore the colours with a polypaint test when I get a better…
Did you use Michael Pavlovich's eat3D character DVD as a guide? The concept looks similar (it's been awhile since I watched it). If you did, he covers Polypainting the skin and tweaking the texture in Photoshop (he unwrapped using HeadusUV). I'm not sure what techniques/software that you are using for your textures. There…
I tried seeing if the problem would occur on a simple sphere and I am still getting issues. AUV tile GUV tiles and PUV tiles just dont seem to work properly for me once they are in MAX. I dont want to unwrap my high poly becuse I already retoped in Topogun and have a properly unwrapped model. Plus thats the point of these…
Thanks for the crits. I guess the heel comes from having this: as the only clear reference for the boot anywhere on the internet. So I lowered and flattened the heel as seen here: The helmet has been re-worked at least once since I posted those first few images of it. The Zbrush polypaint above is just to get the skull…
Spent some time last week working on a skull study! I'm really happy with how it came out, although looking at it now I see a lot of areas where I can improve. Overall though I'm excited especially considering some of my earlier sculpts. I decided to try texturing it too and pushing myself outside of my comfort zone. I…
@kio how would one set this up though ? There has to a be a spot where on specifies that the attribute to be written to is Col. But how ? @Davision3D : otherwise, assuming that you can get the desired pass to show up in Zbrush (for instance by loading it up as a texture), you can definitely bake it to Polypaint there, and…
So I'm fairly new to 3d, and this will be the first time I share work on polycount. I'm currently enrolled online in 4 different Uartsy learning tracks and a course for Environment Modeling at Futurepoly (work which I won't be sharing quite yet) and just got my copy of zbrush a week ago. But I'd really like feedback from…
Just wanted some clarification: How does the workflow in Zbrush look like? Is it starting with dynamesh,when done with blocking stuff in - Zremesh, project details, and then subd - sculpt till its finished giving details etc - polypaint - then drop to lowest subdiv and get texture-map. Decimating the highpoly and importing…