Looking closely at the wireframe it seems you merged the geometry of the armour with the body. if that is true can you tell me if there were any baking issues? i havent tried doing this yet but im starting a character sculpt within a week or two and i will most likely have to do this at some point during the retop process…
Thanks guys! Pior, I didn't know that, thanks for the tip! I'll try using spacebar ImSlightlyBored, Good point. Let me see if I can alter the musculature a little to make it more unique. My xmas break was 2 weeks. I came back three weeks ago and have put in a few hours on this sculpt each weekend.
@Thistle Eyyyy, another friend doing the Hard Surface enviro, that makes a whole three of us! Your progress is looking solid so far. :) Definitely a faithful adaptation of the scene, cloth is looking great. I'm interested about your process with that; did you use Marvelous at all, or just sculpted/painted it in? Also, any…
Your highpoly sculpt wont need UVs. The polypaint data is just simply vertex colors, and so your painting can be stored that way instead - completely independent from UV layouts. Xnormal is capable of reading and baking vertex colors. This frees you up to create the UVs however you want on your lowpoly model since they…
Thanks again, yeah i'm not too keen to do much more to the sculpt as i've got to retop and texture it in a week and i've got three other modules to think about to include modelling the interior of a church, doing a matte painting and doing a 2d rendering of a plane but if you think little things like that will help i'll…
Would love feedback and criticism on these! I just got the program a few days ago - two or three days after, I produced these. Never worked on any sculpting programs at all - did attend a Maya class once a week for 3 months. Anyhow, don't worry about sparing my feelings, I just wanna know how I can improve on this.
Yes, true. Personally I just throw the loops on there to keep the mesh in even quads so that I don't have poly stretching while I sculpt, but it seems like his goal is to have a proportionate and anatomically accurate model before he takes it someone else. My own meshes look like someone tried to make a stickman out of…
Look up planes of the head to understand how the basic shapes of the average head are. Also try to learn how the muscles sit under the flesh and on the bone. When wrinkles form they are perpendicular to how the muscle lies. Get some references and just keep practicing. One of the hardest things to do in true sculpting is…
well thats true - I mean its pretty lousy for low res retopo, but you can get some reasonable flow which is a good start. I have just been mucking around with dynamic subd and its pretty great for blocking out meshes volumes It feels more like the old way of building head meshes, then you can sculpt on top of it
Thank you guys for the tips. Here's what I got so far. I did a ton of sculpting in ZBrush and Blender. In UE4, I got a large landscape with three large craters and a basic detailed layout. It's my intention to use a landscape material with blend with landscape meshes that I sculpted in Zbrush/Blender. Here's my Blender…