Yep I select the seam, flatten and that just about does it. Bit of a pain on a complex shape, but the select path is reasonably robust. If I bother to set up an instance mirror I will stick with it for quite a long time, might as well keep it till tweaking more or less. Usually the 'true symmetry' holds up well at that…
Modelling & Bake Model is very simple and ii many areas shading behaves a bit weirdly as well as certain parts just seem to be misaligned. For example part where the hammer hits seems to have completely different edge finish from the barrel magazine. As well as the area where the handle meets the receiver. The hammer…
Looking at what you have, the 3 biggest things I notice are: the mouth, the chin/jawline, and the brow. I've done a quick sketch over your reference and the model to show you what I mean: Mouth The eyes are a great landmark to use for figuring out mouth proportions. I've drawn 2 lines from the corner of the mouth: one…
[WIP ] #2 Sculpting Details in ZBrush, Retopology and Baking Hi again, I'm back with some updates. I had my family over so I couldn't post anything earlier but I'm back at it again! Here's where I stand with the project. Before I fully committed to sculpting everything I went back to Maya and refined the model to have it…
Thanks pior. The lighting is definitely off, thanks for pointing it out. I think my problem is that I have a hard time controlling colour and value simultaneously And if I paint my values first its super hard to get colour in there. I believe the answer is probably more study and thumbnailing because the current way im…
Been fired up to start more on Evil Morty, but wanted to get this "difficult" "pedestal" type vehicle out of the way as much as i can. the channels i watch haven't updated the main source i used to create this design [Grind Hard Plumbing co, trike build] so i had to reference a lot of stuff and try to figure out how these…
First things to consider are. What do you see of that character at any given time? Usually a character in most games doest have a super even texel density, unless they are always seen at the same distance. Meaning, in a fps game you will likely have lower arms and hands at significantly more texture resolution than the…
Neither of these are that bad and are much better than my own first attempts at zbrush. The face is a pretty decent block in. My opinion, drop the dynamesh division level to make it easier to deal with blobbiness. Treat a sculpt the same was as your 2d, block everything in first then refine, refine, refine. ...And don't…
You can Move and resize selections under Select>Transform Selection You can do text Kerning between letters while pressing alt+arrow keys Refine Selection is amazing and should be known, also you can refine masks without having a selection under Selection>Refine mask