New Zbrush sculpt I'm working on, trying to capture the likeness of my favorite actor, Christian Bale. Can't really find a good side reference though, so most of that is just guessing. If you see something that looks really off right now, please share :) Might turn it into a full character, like Patrick Bateman from…
MM: Thank you very much for the videos! <3 Wanted to ask, how would you translate those brush strokes into zbrush. That is, your strokes are like /\ (pinched and sharp) but even with some tweaking my strokes come out like /`\ (like a hill with a smooth gradient). Maybe i should play with the settings more :P as atm i have…
Originally, no. I was trying to learn how to just work a lower-poly model (been referencing Ben Mathis' stuff quite a bit lately), but you're about the third person to suggest it so I might do so anyways. Well, probably in Mudbox. I've tried ZBrush a few times but don't enjoy it that much. I'll be learning it/Mudbox…
Deathbychris: that looks awesome, I'm always impressed with low poly done right. Swizzle: I'm happy that you got back into sculpting, looks like we are in for a treat. Icespade: The shirt seems really really thin and tight. Neox: I what I meant is how did you sculpt the hair, is it done completely in zbrush? Sorry for my…
So I created this character back maybe at the start of 2009, and I never finished him. So today, I decided to complete this guy. Here are some rough lines I put together in a few minutes, keeping alot of the same elements from the pencils in my old sketchbooks. And of course, it ain't done. I won't go to zbrush until I'm…
To answer a couple of questions, here's a quick process layout (click for full-resolution): Side note: If you're feeling adventurous you could also import a higher subdivision level or re-topology mesh from ZBrush and use Skin Wrap (3ds Max) or Wrap deformer (Maya) to attach it to the rig, and use displacement and/or…
Happy new year guys! Neox: Tons of great work on your site (lots I'd never seen before), but I think the navigation could be a little simpler. Here's some doodles from the past couple of days. I'm trying to take reference pics and stylize/change them as I draw in order to absorb information rather than just copying. Inked…
hey all, im working on a dragon head based on the cover of brisingr by Christopher Paolini, im having a bit of a problem with that eyebrow part, when i made the base mesh in 3ds max i didnt model that part in i was just going to scuplt it, but in zbrush when i try to make it, it gets very lowpoly when i try and pull out…
sure, i'll put her into max sometime later and do a couple of renders. i just finished playing around with some of the assymetrical features she has, she's actually quite pretty despite her crooked nose and wonky lips, i think her jaw is wider on one side of her face too, but i didn't put that into the sculpt yet :P and i…
My own shot at a modular wall :) First time putting together a semi effective workflow! Maya>Zbrush>Topogun>PS>Profit! UDK is still a bit washy for me, so the whole import/set up process there was iffy. And it doesnt line up perfectly, but im sure thats some error on my part with the pivot point in Maya. inspired/followed…