Hey Sunray! Thank you so much for the support. i'm glad you liked. :) About the skin texture, I did a polypaint inside zbrush and bake it out the base color map from high-poly to low-poly, and after I continue enhance the texturing with photoshop to get final diffuse/albedo map. I also create the roughness for the skin at…
1) First things first is to polypaint your model. There are some tutorials out there on that process, but the only thing you need to know for sure is that your model has to be subdivided relatively high. Try painting on a low poly of your model and you'll see what I mean. 2) Then you need to import the unwrap of the low…
I don't know what version of ZBrush you have, but 4R7 pretty much can take the place of most all the tools you mentioned. Here is what I do. - How I start in Zbrush depends on if I am sculpting, say like a soft model, or hard surface. - With either one the idea is to start with a low poly mesh and subdivide it for more…
Haven't got time for an example pic unfortunately but try this (assuming you're using a graphics tablet, it may or may not work with a mouse) Set your desired view of your mesh Projection Master > Uncheck color and check material, check deformation and leave normalize on > Turn off fade (it tends to leave creased edges…
Final Goblin sculpt! I also did a quick polypaint to make my teacher happy, but it turned out TERRIBLE. So I am not even going to bother taking my time to do a turn around for that...... So here is the sculpt which I am pretty proud of as it was my first real, legit, sculpt for anything. Was pretty cool to see the…
Heya guys. Back for an update! But first; @jessicajanerule1 Thanks girl, this project sure is meant to be realtime (and animation ready) in the end, might go to Unreal or if I aim lower only Marmoset. In any case that's the goal I have for eyes atm, but we'll see where I go with it. Since the whole making it realtime and…
Thanks, Danny! I know that the ancient technique of sculpting requires passion and dedication like all well done CG stuff part of this dynamic of speed sculpt is to try to push as far as possible some design or concept to try to make it at least a pice for a concept art instead of a finished character production ready,…
Work from reference. It's 2018, no reason to do things from "memory." This doesn't look so awful to me, but it's hard to pinpoint issues without reference. Overall, I see some general lumpiness which may come from not refining the major forms at the appropriate subdivision level, and the jawline looks to be off a bit.…
I'm a bit confused to be honest. Sculpting anything generally means raising or lowering the surface. No surface change, no noise. If you didn't want to change the surface, you could try turning off zsub/add and just paint the noise with RGB. Or use one of the bump materials which would basically convert the polypaint into…
There's brushes for just this with some minor tweaking. Use one of the stitching brushes and replace the pre-defined alpha with your bolt alpha. Modify the brush settings and lazy mouse settings to achieve your desired result. You can set up other brushes to do similar tasks such as the layer brush which will pull directly…