Hey polycounters! Here is my progress from couple of weeks. I managed to get her suit blocked out, was quite a challenge with so many ideas popping up but i managed. However, the design will most likely change quite a bit from here, especially her hand cannon as its just a wip from the original concept art. Ill be making…
I've actually @Nettle I've been using that, and George Brigman's constructive anatomy. Check out that seocnd one if you havent, its fan freakin tastic. I had to study the second one when I was studying animation in college. You're right about the high sub d bit, I'm trying to make sure I keep it as low as possible and only…
I've just tried it. It wont work for me. What "Tree It" crafts are cones glued onto each other, I already do that much in Blender with the skin modifier. But then I bring it into ZBrush, dynamesh it into one piece and sculpt it so that it looks more natural in its shapes. My mesh is a single piece, (hopefully) a more…
@konstruct _ pretty much just dynamesh in zb. and some spindly bits added in maya. decimated HEAVILY and vector rendered @Snader _ yeah dude. just put the separator between each for ' presentation '. and to maybe prevent a little motion sickness @Alberto Rdrgz _ yeah these are prompted by the grordbort challenge on over at…
Isnt he a cutie pie ? Playing around with zbrush and quick photoshop overpaints. Probably if I have gone a bit further, texturing the creature with few subtle photo textures, it would have come out better, but anyway next time ! Started from a dynamesh sphere I quickly added its extremities with the curve tube brush and…
There are many ways to approach a character model. Yes, starting with a basemesh - be it finished topology or a dynamesh sculpt - is very common as it gives you good proportions to build everything else from. So if you had a naked human, you could extract/duplicate/slice/panel loop/delete unwanted and zremesh/retopologise…
sitting down now to knock out the wood. Slow progress, i don't really know what i'm doing. just doing dam standard and dynamesh with polish and pushing here and pulling there. Might be a nightmare to clean up but idk how else to really do it lol I second this!Lukitscherie said: That's a bummer, because you got off to a…
wow at this level of detail... just use your lowpoly as your basemesh, this snapping to surface is a insane waste of time. Another option would be using skinwrap - have a generic base, slightly opened mouth, sightly closed eyes, and the according lowpoly. skinwrap the lowpoly onto the highpoly and morph the highpoly to the…
Thanks, much appreciated! For my hair its just the use of the Move Brush (initial shapes and adjustments), Dam_Standard (for sharpening edges and minor texture work) , Clay Buildup and Snake Hooks (for strands/chunks of hair) on a Dynameshed sphere. Nothing fancy but I'm still trying to get a good process down and need to…
This is a personal project inspired by the Mimic concept found within the D&D 5E Monster Manual: https://www.dndbeyond.com/monsters/mimic I created the initial model within Maya, blocking out the hard surface chest with the correct dimensions. From there I imported the model into ZBrush to being sculpting the more organic…