Been working on a sculpt in my spare time to try my hand at a more toonish style of working and I finished this up last night. I want to take this to a pretty high level of polish and try to recreate the painting Im working off of for this. The design of the character was done by my wife, Maya Lior http://mayalior.com/ So…
I guess I should have laid my picture out better, here's what I meant, I'm not going to dynamesh my boolean result, it's all one mesh, I will zremesh it to fix the topology if needed: That pillar had layers on it and make Boolean worked fine. I don't really do dynamesh or boolean on polypainted models because painting is…
How low are we talking, exactly? Normally painting in zbrush is meant more to be done on a high-poly mesh (polypainting using its vertex colors), which then gets baked onto the low. If you just have a low poly mesh that you want textured, you could try subdividing it without any smoothing and then painting on it that way.…
Yeah, Reality Capture is great. Alec, I've been using Handplane Baker for a quick de-lighting pass on some test scanned assets. I load the exported obj from Reality Capture into both the high and low poly slots in HP, bake object space normals and AO, and then run a photoshop action on the texture. The AO gets inverted and…
Projection really isn't super friendly. You're almost always going to lose something. Try projecting one-two subdivisions at a time, instead of going right for the highest one. You can also mask or hide areas you don't want projected and work on different bits separately. You may also want to try using xNormal for baking.…
Finally finished Sharktipede! Final image, polypaint, and detail turn arounds. First attempt at a nice render using Zbrush lighting and redering. Lesson learned: i need to practice that lol. Anybody have any good video links for learning how to make sexy renders? Thank you for all the responses and i chose to stick with…
Thanks Mark. I forgot to mention that this is just the high poly with a quick polypaint to get an idea of what I want to do with the texture. With that said I 100% agree with you and will be doing working on those suggestions soon. I probably won't be posing the high. This is essentially the first full character dynamesh…
Well I have just unwrapped each subtool on its own just to get as much resolution as possible but you can also combine all subtools and unwrap them together. If you retopo your model in coat you can then import it into the zbrush . Subdivide it few times to get more polys and project your old highpoly mesh details onto the…
thanks :) I "finished" him. Wanted to render him in maya, but getting a really good skin shader takes ages.. @everybody: eyes got fixed :) @neox:the cloth now is 100% realistic :D had two fashiondesigner helping me.. @Nostradamus: in the wii version link is righthanded ;) @ebagg: I wanted to, but i don't have the time...…
Thanks for the feedback @tysiu Naw, I think im gonna make it into a full body game character in the future, but a coin graver doesn't sound like a bad idea either :D ! Hm I see what you mean about the nose, I'll see if I can add more volume like you said. I think the Skin shader material im using doesn't help me see things…