@Matt: Apologies about the reference issues, Matt :( . It's a bad habit. That eye technique would definitely ease up on double eyelid creating during more loose sculpting with dynamesh. WIP 17 In regards to the wrinkles, I can pull back still if I'm jumping the gun again too soon, as well as having a lot of the finer ones…
Do you have a concept you are working from? Quite hard to properly critique it without something to reference it against. That said, I feel like you're trying to jump into the deep end, as an admitted novice, you should try to paddle first. I would start again and maybe produce a bust/portrait, forget the body, forget…
Hi man, welcome. Well the first advice anyone would give you is to train your overall proportions and planes of the face in lower subdivions first before actually going into more detail. Once you'll know how to do that you'll be free to create any believable face that you want, realistic or stylized. Even for stylized…
Yes, the cage is the duplicate of the low poly. I highlight the cage and the high poly and wireframe. That way I can see both models. I then begin to pull the cage in the appropriate places in order to make it larger then the low/high poly models. It isn't vastly larger, just enough to enclose everything. I did read…
imho scanning volumes has limited usefulness as a process for game artists. I have worked on games where it was critical part of the workflow but the applications are narrow. You need to be developing a game where the objects to be scanned are something you can actually get physical access to. That rules out many games…
@giakaama: I always block out with a low poly first, getting all the detail and topology somewhat in before I refine them in Zbrush. Most people start from Zbrush with dynamesh but I personally like a detailed low poly blockout for more control. Once sculpted in Zbrush, I do the usual retopo/unwrap routine in Maya. I…
Thanks everyone! D4V1DC, you're right, I should've probably wrote more. So it was just a simple subdivided sphere with applied damstandard brush. I just thought that geometry for example doesn't matter much. Here's a real life model I'm having troubles with: it was lowpoly in the beginning, then I subdivided it and…
Hello BIGTIMEMASTER, thanks a lot for your time, answer and compliment. The story with UV"s is that: I started making the model by using DynaMesh Sphere, so I build the duck and after that I started the polypaint. After fininshing the painting I saved the tool and then I decided to export my texture map....at this time I…
Hi spiderDude, You are absolutely right. I'm aware that maybe half of the detail will be lost. I've just started 3d printing so this will be a test for me as well. I'm fine by losing some of the details. To be honest I found myself modelling out everything while tried to figure out how the details. This is actually a quite…
Thanks a lot guys ! It's really appreciated. @MystiqueX : Awesome ! That was what I was looking for ! :D Thanks a lot @fearian : I'm not sure to understand well but, the basemeshes were actually pretty basic. Sometimes it was just a sphere with dynamesh for the organic stuff, like the fish or the pig leg, other times it…