retopo isn't really necessary for something like a regular human head (or body) anyway - just create a basemesh with good loop structure, desired output resolution and even density and sculpt on that. if you set up your base with UV's too then you can then use that sculpt's lower subdivision levels straight away as output…
It's all in Zbrush. I usually just start with a really blocky base mesh from any modelling program and dynamesh it at a medium resolution. Then use a clay brush to add and subtract large forms until the approximate shape is there. Dividing up to a higher resolution after the forms are all there I use trim dynamic brush…
I picked up my Asus VivoTab note 8 64gb for $375 (CAN) after tax and I can't say I regret that purchase at all. It has a Wacom digitizer. The tracking gets a bit funky around the borders of the screen, but that doesn't bother me cause that's just where menu items are and I don't actually paint there. It can Zbrush like a…
There is some good stuff in the figure. The things that stand out atm are the head size, the upper chest volume and the bumpyness. Using separate images as reference is kind of difficult if you dont have a base. In the beginning you should use an app like Daz 3d (its free). You can turn off the texture to help with seeing…
Hi. I'm currently doing an armor part and this is my first one with proper topology(atleast I think it is) since all I've been doing before was just dynamesh. The issue I'm facing is if I don't crease all the way to the top there is pinching or the polygons collapse after the crease. I've tried adding 1 polyloop side by…
Is there any way to avoid this mouth pole when doing a retopo on a DynaMesh head from zBrush? It's producing some odd pinching! First image is my sculpt's retopo and the pinching it produces in zBrush, especially when subdivided (which I plan to do in zBrush for a detail pass). Rest are examples from the Polycount Wiki &…
Hello, I try to do a Character, based on a face, wich i saw in a Giger Drawing: http://3.bp.blogspot.com/-ZQ7RH-UK9sI/VNmse5AXDdI/AAAAAAAAABA/i3KKM_SGL48/s1600/landscape-xvi.jpg The brighter Face on the right side. I added a Body, and i directed it i bit in a Diver Direction, because the face reminds me a bit like that.…
Hi everyone! It has passed a bit of time since my last scult. Now that I've some more time to spent I want to make a real time character to increase my skills (if there are any). So, searching the internet I found this concept: by tha artist mzm (https://www.artstation.com/artist/mzm ). Gathered some reference, I started…
Started working on this project this month. Gonna post here to keep track of things. Looking for crits/comments, be as harsh as you want to be! Final goal : Optimized Game Ready model, Previewing in Unreal Engine. Concept art by Terry Wei https://www.artstation.com/artwork/be6Ek https://www.artstation.com/weilai First WIP…
Just finished this last night, thought I'd post it here: Workflow: Head sculpted with DynaMesh ZBrush sculpted Eyes created in Maya Retopo done in Maya, reprojected in ZBrush Photoshop for texturing Rendered in Mental Ray with HDRI lighting misss_fast_skin used for skin Hair created with FiberMesh Exported FiberMesh curves…